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IO: Added AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() api + updated all Backends. (#4858) (input queue code will be next commit)
Details: note that SDL, OSX and GLFW backends removed recording of MouseJustPressed[] which will be unnecessary with input queue (which is the NEXT commit). (#2787, #1992, #3383, #2525, #1320)
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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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// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
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// 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before key event (not in NewFrame) to fix input queue with very low framerates.
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// 2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
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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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@ -78,7 +79,6 @@ struct ImGui_ImplSDL2_Data
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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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bool MouseCanUseGlobalState;
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@ -248,15 +248,14 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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{
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case SDL_MOUSEMOTION:
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{
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io.MousePos = ImVec2((float)event->motion.x, (float)event->motion.y);
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io.AddMousePosEvent((float)event->motion.x, (float)event->motion.y);
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return true;
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}
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case SDL_MOUSEWHEEL:
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{
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if (event->wheel.x > 0) io.MouseWheelH += 1;
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if (event->wheel.x < 0) io.MouseWheelH -= 1;
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if (event->wheel.y > 0) io.MouseWheel += 1;
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if (event->wheel.y < 0) io.MouseWheel -= 1;
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float wheel_x = (event->wheel.x > 0) ? 1.0f : (event->wheel.x < 0) ? -1.0f : 0.0f;
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float wheel_y = (event->wheel.y > 0) ? 1.0f : (event->wheel.y < 0) ? -1.0f : 0.0f;
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io.AddMouseWheelEvent(wheel_x, wheel_y);
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return true;
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}
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case SDL_MOUSEBUTTONDOWN:
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@ -268,8 +267,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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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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io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN));
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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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@ -290,7 +288,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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case SDL_WINDOWEVENT:
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{
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if (event->window.event == SDL_WINDOWEVENT_LEAVE)
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
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if (event->window.event == SDL_WINDOWEVENT_FOCUS_GAINED)
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io.AddFocusEvent(true);
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else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
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@ -438,16 +436,9 @@ static void ImGui_ImplSDL2_UpdateMouseData()
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int window_x, window_y, mouse_x_global, mouse_y_global;
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SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
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SDL_GetWindowPosition(bd->Window, &window_x, &window_y);
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io.MousePos = ImVec2((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
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io.AddMousePosEvent((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
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}
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}
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// Update buttons
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Uint32 mouse_buttons = SDL_GetMouseState(NULL, NULL);
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io.MouseDown[0] = bd->MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // 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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io.MouseDown[1] = bd->MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
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io.MouseDown[2] = bd->MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
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bd->MousePressed[0] = bd->MousePressed[1] = bd->MousePressed[2] = false;
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}
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static void ImGui_ImplSDL2_UpdateMouseCursor()
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