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Viewport: Removed the need for the back-end to fill io.MousePosViewport, it seems unnecessary at this point. (#1542)
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@ -207,7 +207,6 @@ static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
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ImGuiIO& io = ImGui::GetIO();
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const ImVec2 mouse_pos_backup = io.MousePos;
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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io.MousePosViewport = 0;
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io.MouseHoveredViewport = 0;
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// Update buttons
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@ -236,7 +235,6 @@ static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
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glfwGetCursorPos(window, &mouse_x, &mouse_y);
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io.MousePos = ImVec2((float)mouse_x + viewport->Pos.x, (float)mouse_y + viewport->Pos.y);
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}
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io.MousePosViewport = viewport->ID;
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for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
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io.MouseDown[i] |= glfwGetMouseButton(window, i) != 0;
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}
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@ -233,7 +233,6 @@ static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
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ImGuiIO& io = ImGui::GetIO();
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const ImVec2 mouse_pos_backup = io.MousePos;
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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io.MousePosViewport = 0;
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io.MouseHoveredViewport = 0;
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// Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
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@ -268,10 +267,7 @@ static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
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my -= wy;
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}
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if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)focused_window))
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{
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io.MousePos = ImVec2(viewport->Pos.x + (float)mx, viewport->Pos.y + (float)my);
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io.MousePosViewport = viewport->ID;
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}
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// We already retrieve global mouse position, SDL_CaptureMouse() also let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't trigger the OS window resize cursor
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// The function is only supported from SDL 2.0.4 (released Jan 2016)
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@ -137,8 +137,7 @@ static bool ImGui_ImplWin32_UpdateMouseCursor()
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// B) In Multi-viewport mode imgui needs: (when ImGuiConfigFlags_ViewportsEnable is set)
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// - io.MousePos ............... mouse position, in OS absolute coordinates (what you'd get from GetCursorPos(), or from WM_MOUSEMOVE+viewport->Pos).
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// io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor.
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// - io.MousePosViewport ....... viewport which mouse position is based from (generally the focused/active/capturing viewport)
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// - io.MouseHoveredViewport ... [optional] viewport which mouse is hovering, with _very_ specific/strict conditions (Read comments next to io.MouseHoveredViewport. This is _NOT_ easy to provide in many high-level engine because of how we handle the ImGuiViewportFlags_NoInputs flag)
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// - io.MouseHoveredViewport ... [optional] viewport which mouse is hovering, with _VERY_ specific and strict conditions (Read comments next to io.MouseHoveredViewport. This is _NOT_ easy to provide in many high-level engine because of how we use the ImGuiViewportFlags_NoInputs flag)
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static void ImGui_ImplWin32_UpdateMousePos()
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{
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ImGuiIO& io = ImGui::GetIO();
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@ -154,7 +153,6 @@ static void ImGui_ImplWin32_UpdateMousePos()
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}
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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io.MousePosViewport = 0;
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io.MouseHoveredViewport = 0;
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// Set mouse position and viewport
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@ -168,7 +166,6 @@ static void ImGui_ImplWin32_UpdateMousePos()
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POINT client_pos = pos;
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::ScreenToClient(focused_hwnd, &client_pos);
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io.MousePos = ImVec2(viewport->Pos.x + (float)client_pos.x, viewport->Pos.y + (float)client_pos.y);
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io.MousePosViewport = viewport->ID;
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}
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// Our back-end can tell which window is under the mouse cursor (not every back-end can), so pass that info to imgui
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