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Merge branch 'master' into docking
# Conflicts: # examples/imgui_impl_sdl.cpp # imgui.cpp
This commit is contained in:
@ -20,6 +20,7 @@
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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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// 2019-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
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// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
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// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
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// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
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@ -72,6 +73,7 @@ static Uint64 g_Time = 0;
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static bool g_MousePressed[3] = { false, false, false };
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static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
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static char* g_ClipboardTextData = NULL;
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static bool g_MouseCanUseGlobalState = true;
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// Forward Declarations
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static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context);
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@ -191,6 +193,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
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io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
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io.ClipboardUserData = NULL;
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// Load mouse cursors
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g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
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g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
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g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
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@ -201,6 +204,9 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
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g_MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
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g_MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
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// Check and store if we are on Wayland
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g_MouseCanUseGlobalState = strncmp(SDL_GetCurrentVideoDriver(), "wayland", 7) != 0;
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// Our mouse update function expect PlatformHandle to be filled for the main viewport
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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main_viewport->PlatformHandle = (void*)window;
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@ -291,26 +297,34 @@ static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
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#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS)
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// SDL 2.0.4 and later has SDL_GetGlobalMouseState() and SDL_CaptureMouse()
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int mouse_x_global, mouse_y_global;
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SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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if (g_MouseCanUseGlobalState)
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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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if (SDL_Window* focused_window = SDL_GetKeyboardFocus())
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if (ImGui::FindViewportByPlatformHandle((void*)focused_window) != NULL)
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io.MousePos = ImVec2((float)mouse_x_global, (float)mouse_y_global);
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// SDL 2.0.4 and later has SDL_GetGlobalMouseState() and SDL_CaptureMouse()
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int mouse_x_global, mouse_y_global;
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SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
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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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if (SDL_Window* focused_window = SDL_GetKeyboardFocus())
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if (ImGui::FindViewportByPlatformHandle((void*)focused_window) != NULL)
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io.MousePos = ImVec2((float)mouse_x_global, (float)mouse_y_global);
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}
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else
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{
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// Single-viewport mode: mouse position in client window coordinatesio.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
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if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
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{
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int window_x, window_y;
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SDL_GetWindowPosition(g_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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}
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}
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}
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else
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{
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// Single-viewport mode: mouse position in client window coordinatesio.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
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if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
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{
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int window_x, window_y;
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SDL_GetWindowPosition(g_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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}
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io.MousePos = ImVec2((float)mouse_x_local, (float)mouse_y_local);
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}
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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 the OS window resize cursor.
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