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Examples: GLFW: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling). (#1495)
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@ -19,6 +19,7 @@
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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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// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
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// 2018-02-20: Inputs: Renamed GLFW callbacks exposed in .h to not include GL2 in their name.
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself.
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// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
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@ -45,10 +46,13 @@
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#include <GLFW/glfw3native.h>
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#endif
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// Data
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// GLFW data
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static GLFWwindow* g_Window = NULL;
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static double g_Time = 0.0f;
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static bool g_MouseJustPressed[3] = { false, false, false };
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static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_Count_] = { 0 };
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// OpenGL data
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static GLuint g_FontTexture = 0;
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// OpenGL2 Render function.
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@ -259,6 +263,16 @@ bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks)
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io.ImeWindowHandle = glfwGetWin32Window(g_Window);
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#endif
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// Load cursors
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// FIXME: GLFW doesn't expose suitable cursors for ResizeAll, ResizeNESW, ResizeNWSE. We revert to arrow cursor for those.
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g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
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if (install_callbacks)
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ImGui_ImplGlfw_InstallCallbacks(window);
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@ -267,6 +281,12 @@ bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks)
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void ImGui_ImplGlfwGL2_Shutdown()
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{
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// Destroy GLFW mouse cursors
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for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_Count_; cursor_n++)
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glfwDestroyCursor(g_MouseCursors[cursor_n]);
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memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
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// Destroy OpenGL objects
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ImGui_ImplGlfwGL2_InvalidateDeviceObjects();
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}
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@ -317,8 +337,17 @@ void ImGui_ImplGlfwGL2_NewFrame()
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g_MouseJustPressed[i] = false;
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}
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// Hide OS mouse cursor if ImGui is drawing it
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glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
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// Update mouse cursor
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ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
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if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
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{
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glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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}
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else
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{
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glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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glfwSetCursor(g_Window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
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}
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// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
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ImGui::NewFrame();
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@ -13,6 +13,7 @@
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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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// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
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// 2018-02-20: Inputs: Renamed GLFW callbacks exposed in .h to not include GL3 in their name.
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself.
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// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
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@ -42,10 +43,13 @@
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#include <GLFW/glfw3native.h>
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#endif
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// Data
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// GLFW data
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static GLFWwindow* g_Window = NULL;
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static double g_Time = 0.0f;
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static bool g_MouseJustPressed[3] = { false, false, false };
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static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_Count_] = { 0 };
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// OpenGL3 data
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static GLuint g_FontTexture = 0;
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static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
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static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
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@ -374,6 +378,16 @@ bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
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io.ImeWindowHandle = glfwGetWin32Window(g_Window);
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#endif
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// Load cursors
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// FIXME: GLFW doesn't expose suitable cursors for ResizeAll, ResizeNESW, ResizeNWSE. We revert to arrow cursor for those.
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g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
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if (install_callbacks)
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ImGui_ImplGlfw_InstallCallbacks(window);
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@ -382,6 +396,12 @@ bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
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void ImGui_ImplGlfwGL3_Shutdown()
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{
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// Destroy GLFW mouse cursors
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for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_Count_; cursor_n++)
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glfwDestroyCursor(g_MouseCursors[cursor_n]);
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memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
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// Destroy OpenGL objects
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ImGui_ImplGlfwGL3_InvalidateDeviceObjects();
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}
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@ -432,8 +452,17 @@ void ImGui_ImplGlfwGL3_NewFrame()
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g_MouseJustPressed[i] = false;
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}
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// Hide OS mouse cursor if ImGui is drawing it
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glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
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// Update mouse cursor
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ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
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if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
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{
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glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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}
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else
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{
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glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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glfwSetCursor(g_Window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
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}
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// Gamepad navigation mapping [BETA]
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memset(io.NavInputs, 0, sizeof(io.NavInputs));
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@ -10,6 +10,7 @@
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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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// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
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// 2018-02-20: Inputs: Renamed GLFW callbacks exposed in .h to not include Vulkan in their name.
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback, ImGui_ImplGlfwVulkan_Render() calls ImGui_ImplGlfwVulkan_RenderDrawData() itself.
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// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
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@ -37,12 +38,13 @@
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#include <GLFW/glfw3native.h>
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#endif
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// GLFW Data
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// GLFW data
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static GLFWwindow* g_Window = NULL;
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static double g_Time = 0.0f;
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static bool g_MouseJustPressed[3] = { false, false, false };
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static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_Count_] = { 0 };
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// Vulkan Data
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// Vulkan data
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static VkAllocationCallbacks* g_Allocator = NULL;
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static VkPhysicalDevice g_Gpu = VK_NULL_HANDLE;
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static VkDevice g_Device = VK_NULL_HANDLE;
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@ -797,6 +799,16 @@ bool ImGui_ImplGlfwVulkan_Init(GLFWwindow* window, bool install_callbacks, Im
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io.ImeWindowHandle = glfwGetWin32Window(g_Window);
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#endif
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// Load cursors
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// FIXME: GLFW doesn't expose suitable cursors for ResizeAll, ResizeNESW, ResizeNWSE. We revert to arrow cursor for those.
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g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
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if (install_callbacks)
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ImGui_ImplGlfw_InstallCallbacks(window);
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@ -807,6 +819,12 @@ bool ImGui_ImplGlfwVulkan_Init(GLFWwindow* window, bool install_callbacks, Im
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void ImGui_ImplGlfwVulkan_Shutdown()
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{
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// Destroy GLFW mouse cursors
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for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_Count_; cursor_n++)
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glfwDestroyCursor(g_MouseCursors[cursor_n]);
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memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
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// Destroy Vulkan objects
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ImGui_ImplGlfwVulkan_InvalidateDeviceObjects();
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}
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@ -846,8 +864,17 @@ void ImGui_ImplGlfwVulkan_NewFrame()
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g_MouseJustPressed[i] = false;
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}
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// Hide OS mouse cursor if ImGui is drawing it
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glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
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// Update mouse cursor
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ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
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if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
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{
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glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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}
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else
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{
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glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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glfwSetCursor(g_Window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
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}
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// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
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ImGui::NewFrame();
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