SDL: On wayland use SDL_GetMouseState (#2802)

When the SDL Video backend is set to wayland the function
`SDL_GetGlobalMouseState` does not work. Most probably a security measure
for programs to not grab everything the user does
https://wiki.libsdl.org/SDL_GetGlobalMouseState

using SDL_GetMouseState https://wiki.libsdl.org/SDL_GetMouseState works
on wayland
This commit is contained in:
NeroBurner-tux 2019-09-24 19:44:29 +02:00 committed by omar
parent 9d444062f9
commit 78ff147181

View File

@ -17,6 +17,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-12-17: Inputs: Use SDL_GetMouseState, because there is no global mouse state on Wayland.
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
@ -60,6 +61,7 @@ static Uint64 g_Time = 0;
static bool g_MousePressed[3] = { false, false, false };
static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
static char* g_ClipboardTextData = NULL;
static bool g_VideoDriverIsWayland = false;
static const char* ImGui_ImplSDL2_GetClipboardText(void*)
{
@ -124,6 +126,9 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window)
{
g_Window = window;
// Check and store if we are on Wayland to not check on every frame.
g_VideoDriverIsWayland = strncmp(SDL_GetCurrentVideoDriver(), "wayland", 7) == 0;
// Setup back-end capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
@ -237,14 +242,18 @@ static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS)
SDL_Window* focused_window = SDL_GetKeyboardFocus();
if (g_Window == focused_window)
{
if (!g_VideoDriverIsWayland)
{
// SDL_GetMouseState() gives mouse position seemingly based on the last window entered/focused(?)
// The creation of a new windows at runtime and SDL_CaptureMouse both seems to severely mess up with that, so we retrieve that position globally.
// Won't use this workaround when on Wayland, as there is no global mouse position.
int wx, wy;
SDL_GetWindowPosition(focused_window, &wx, &wy);
SDL_GetGlobalMouseState(&mx, &my);
mx -= wx;
my -= wy;
}
io.MousePos = ImVec2((float)mx, (float)my);
}