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Backends: Win32, SDL: maintain MouseButtonsDown instead of using IsAnyMouseDown(). Internals: added GetInputSourceName().
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@ -18,6 +18,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
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// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
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// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.
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// 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+)
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@ -74,6 +75,7 @@ struct ImGui_ImplSDL2_Data
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{
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SDL_Window* Window;
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Uint64 Time;
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int MouseButtonsDown;
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bool MousePressed[3];
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SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
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char* ClipboardTextData;
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@ -240,10 +242,17 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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return true;
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}
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case SDL_MOUSEBUTTONDOWN:
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case SDL_MOUSEBUTTONUP:
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{
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if (event->button.button == SDL_BUTTON_LEFT) { bd->MousePressed[0] = true; }
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if (event->button.button == SDL_BUTTON_RIGHT) { bd->MousePressed[1] = true; }
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if (event->button.button == SDL_BUTTON_MIDDLE) { bd->MousePressed[2] = true; }
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int mouse_button = -1;
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if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
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if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
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if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }
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if (mouse_button == -1)
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break;
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if (event->type == SDL_MOUSEBUTTONDOWN)
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bd->MousePressed[mouse_button] = true;
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bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
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return true;
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}
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case SDL_TEXTINPUT:
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@ -409,7 +418,7 @@ static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
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mouse_window = focused_window;
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// 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
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SDL_CaptureMouse(ImGui::IsAnyMouseDown() ? SDL_TRUE : SDL_FALSE);
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SDL_CaptureMouse(bd->MouseButtonsDown != 0 ? SDL_TRUE : SDL_FALSE);
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#else
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// SDL 2.0.3 and non-windowed systems: single-viewport only
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SDL_Window* mouse_window = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) ? bd->Window : NULL;
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