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Backends: Win32, SDL, GLFW: only honor io.WantSetMousePos when focused + fix GLFW uninstalling handler + tweaks to reduce branch drift with docking. (#787, #2445, #2696, #3751, #4377)
# Conflicts: # backends/imgui_impl_glfw.cpp # backends/imgui_impl_sdl.cpp # backends/imgui_impl_win32.cpp
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@ -369,7 +369,7 @@ static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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io.MouseHoveredViewport = 0;
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// Update mouse button
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// Update mouse buttons
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// (if a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame)
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for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
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{
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@ -384,10 +384,11 @@ static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
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#ifdef __EMSCRIPTEN__
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const bool focused = true;
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IM_ASSERT(platform_io.Viewports.Size == 1);
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#else
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const bool focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
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#endif
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GLFWwindow* mouse_window = (bd->MouseWindow == window || focused) ? window : NULL;
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// Update mouse buttons
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if (focused)
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for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
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@ -399,10 +400,10 @@ static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
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glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), (double)(mouse_pos_prev.y - viewport->Pos.y));
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// Set Dear ImGui mouse position from OS position
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if (bd->MouseWindow == window || focused)
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if (mouse_window != NULL)
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{
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double mouse_x, mouse_y;
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glfwGetCursorPos(window, &mouse_x, &mouse_y);
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glfwGetCursorPos(mouse_window, &mouse_x, &mouse_y);
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
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