diff --git a/backends/imgui_impl_sdl.cpp b/backends/imgui_impl_sdl.cpp index bb09a7e7..8e61e861 100644 --- a/backends/imgui_impl_sdl.cpp +++ b/backends/imgui_impl_sdl.cpp @@ -18,6 +18,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. // 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST. // 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+) @@ -74,6 +75,7 @@ struct ImGui_ImplSDL2_Data { SDL_Window* Window; Uint64 Time; + int MouseButtonsDown; bool MousePressed[3]; SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; char* ClipboardTextData; @@ -240,10 +242,17 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) return true; } case SDL_MOUSEBUTTONDOWN: + case SDL_MOUSEBUTTONUP: { - if (event->button.button == SDL_BUTTON_LEFT) { bd->MousePressed[0] = true; } - if (event->button.button == SDL_BUTTON_RIGHT) { bd->MousePressed[1] = true; } - if (event->button.button == SDL_BUTTON_MIDDLE) { bd->MousePressed[2] = true; } + int mouse_button = -1; + if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; } + if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; } + if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; } + if (mouse_button == -1) + break; + if (event->type == SDL_MOUSEBUTTONDOWN) + bd->MousePressed[mouse_button] = true; + bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button)); return true; } case SDL_TEXTINPUT: @@ -409,7 +418,7 @@ static void ImGui_ImplSDL2_UpdateMousePosAndButtons() mouse_window = focused_window; // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside - SDL_CaptureMouse(ImGui::IsAnyMouseDown() ? SDL_TRUE : SDL_FALSE); + SDL_CaptureMouse(bd->MouseButtonsDown != 0 ? SDL_TRUE : SDL_FALSE); #else // SDL 2.0.3 and non-windowed systems: single-viewport only SDL_Window* mouse_window = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) ? bd->Window : NULL; diff --git a/backends/imgui_impl_win32.cpp b/backends/imgui_impl_win32.cpp index 039558d6..12f602f8 100644 --- a/backends/imgui_impl_win32.cpp +++ b/backends/imgui_impl_win32.cpp @@ -33,6 +33,7 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*); // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. // 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness. // 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages. @@ -74,6 +75,7 @@ struct ImGui_ImplWin32_Data HWND hWnd; HWND MouseHwnd; bool MouseTracked; + int MouseButtonsDown; INT64 Time; INT64 TicksPerSecond; ImGuiMouseCursor LastMouseCursor; @@ -531,9 +533,10 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; } if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; } if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } - if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL) + if (bd->MouseButtonsDown == 0 && ::GetCapture() == NULL) ::SetCapture(hwnd); io.MouseDown[button] = true; + bd->MouseButtonsDown |= 1 << button; return 0; } case WM_LBUTTONUP: @@ -547,7 +550,8 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA if (msg == WM_MBUTTONUP) { button = 2; } if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } io.MouseDown[button] = false; - if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd) + bd->MouseButtonsDown &= ~(1 << button); + if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd) ::ReleaseCapture(); return 0; } diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 5fbf9a11..4582e489 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -97,6 +97,7 @@ Other Changes: We are now converting GLFW untranslated keycodes back to translated keycodes in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API. (#456, #2625) - Backends: SDL: Pass localized keys (matching keyboard layout). Fix e.g. CTRL+A, CTRL+Z, CTRL+Y shortcuts. +- Backends: Win32, SDL: Maintain a MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. - Backends: Allegro5, GLFW, GLUT, SDL, OSX, Win32, Android: Updated to use io.AddKeyEvent() with full key range. (#2625) [@thedmd] - Backends: OpenGL3: Fixed a buffer overflow in imgui_impl_opengl3_loader.h init (added in 1.86). (#4468, #4830) [@dymk] It would generally not have noticeable side-effect at runtime but would be detected by runtime checkers. diff --git a/imgui.cpp b/imgui.cpp index aa24c118..c963db4e 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -7585,6 +7585,7 @@ bool ImGui::IsMousePosValid(const ImVec2* mouse_pos) return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID; } +// [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid. bool ImGui::IsAnyMouseDown() { ImGuiContext& g = *GImGui; @@ -7642,6 +7643,13 @@ void ImGui::CaptureMouseFromApp(bool capture) g.WantCaptureMouseNextFrame = capture ? 1 : 0; } +static const char* GetInputSourceName(ImGuiInputSource source) +{ + const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Nav", "Clipboard" }; + IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT); + return input_source_names[source]; +} + //----------------------------------------------------------------------------- // [SECTION] ERROR CHECKING @@ -12107,8 +12115,6 @@ void ImGui::ShowMetricsWindow(bool* p_open) // Misc Details if (TreeNode("Internal state")) { - const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Nav", "Clipboard" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT); - Text("WINDOWING"); Indent(); Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL"); @@ -12119,7 +12125,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) Text("ITEMS"); Indent(); - Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, input_source_names[g.ActiveIdSource]); + Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource)); Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL"); int active_id_using_key_input_count = 0; @@ -12134,7 +12140,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) Indent(); Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL"); Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer); - Text("NavInputSource: %s", input_source_names[g.NavInputSource]); + Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource)); Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible); Text("NavActivateId/DownId/PressedId/InputId: %08X/%08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId, g.NavActivateInputId); Text("NavActivateFlags: %04X", g.NavActivateFlags); diff --git a/imgui.h b/imgui.h index 2775a0f3..a1cfb769 100644 --- a/imgui.h +++ b/imgui.h @@ -908,7 +908,7 @@ namespace ImGui IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0). IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available - IMGUI_API bool IsAnyMouseDown(); // is any mouse button held? + IMGUI_API bool IsAnyMouseDown(); // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid. IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves) IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)