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Viewport, Platform: Win32: Fixed handling of io.WantSetMousePos + added a bunch of comments. GLFW, SDL2: Added handling of io.WantSetMousePos. (#1542)
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@ -120,7 +120,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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// Setup back-end capabilities flags
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// Setup back-end capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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ImGuiIO& io = ImGui::GetIO();
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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//io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
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io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
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#if GLFW_HAS_GLFW_HOVERED
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#if GLFW_HAS_GLFW_HOVERED
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io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
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io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
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@ -198,13 +198,8 @@ void ImGui_ImplGlfw_Shutdown()
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static void ImGui_ImplGlfw_UpdateMouse()
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static void ImGui_ImplGlfw_UpdateMouse()
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{
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{
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#if 0
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// Set OS mouse position if requested (only used when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
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if (io.WantSetMousePos)
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glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y);
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#endif
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ImGuiIO& io = ImGui::GetIO();
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ImGuiIO& io = ImGui::GetIO();
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const ImVec2 mouse_pos_backup = io.MousePos;
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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io.MousePosViewport = 0;
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io.MousePosViewport = 0;
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io.MouseHoveredViewport = 0;
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io.MouseHoveredViewport = 0;
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@ -224,10 +219,17 @@ static void ImGui_ImplGlfw_UpdateMouse()
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GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle;
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GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle;
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IM_ASSERT(window != NULL);
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IM_ASSERT(window != NULL);
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if (glfwGetWindowAttrib(window, GLFW_FOCUSED))
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if (glfwGetWindowAttrib(window, GLFW_FOCUSED))
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{
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if (io.WantSetMousePos)
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{
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glfwSetCursorPos(window, (double)(mouse_pos_backup.x - viewport->Pos.x), (double)(mouse_pos_backup.y - viewport->Pos.y));
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}
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else
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{
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{
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double mouse_x, mouse_y;
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double mouse_x, mouse_y;
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glfwGetCursorPos(window, &mouse_x, &mouse_y);
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glfwGetCursorPos(window, &mouse_x, &mouse_y);
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io.MousePos = ImVec2((float)mouse_x + viewport->Pos.x, (float)mouse_y + viewport->Pos.y);
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io.MousePos = ImVec2((float)mouse_x + viewport->Pos.x, (float)mouse_y + viewport->Pos.y);
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}
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io.MousePosViewport = viewport->ID;
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io.MousePosViewport = viewport->ID;
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for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
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for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
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io.MouseDown[i] |= glfwGetMouseButton(window, i) != 0;
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io.MouseDown[i] |= glfwGetMouseButton(window, i) != 0;
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@ -33,6 +33,7 @@
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// (the multi-viewports feature requires SDL features supported from SDL 2.0.5+)
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// (the multi-viewports feature requires SDL features supported from SDL 2.0.5+)
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#include <SDL.h>
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#include <SDL.h>
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#include <SDL_syswm.h>
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#include <SDL_syswm.h>
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#define SDL_HAS_WARP_MOUSE_GLOBAL SDL_VERSION_ATLEAST(2,0,4)
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#define SDL_HAS_CAPTURE_MOUSE SDL_VERSION_ATLEAST(2,0,4)
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#define SDL_HAS_CAPTURE_MOUSE SDL_VERSION_ATLEAST(2,0,4)
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#define SDL_HAS_WINDOW_OPACITY SDL_VERSION_ATLEAST(2,0,5)
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#define SDL_HAS_WINDOW_OPACITY SDL_VERSION_ATLEAST(2,0,5)
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#define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5)
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#define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5)
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@ -131,6 +132,9 @@ bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
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// Setup back-end capabilities flags
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// Setup back-end capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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ImGuiIO& io = ImGui::GetIO();
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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#if SDL_HAS_WARP_MOUSE_GLOBAL
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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#endif
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#if SDL_HAS_CAPTURE_MOUSE
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#if SDL_HAS_CAPTURE_MOUSE
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io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
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io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
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#endif
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#endif
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@ -196,10 +200,23 @@ void ImGui_ImplSDL2_Shutdown()
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static void ImGui_ImplSDL2_UpdateMouse()
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static void ImGui_ImplSDL2_UpdateMouse()
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{
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGuiIO& io = ImGui::GetIO();
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const ImVec2 mouse_pos_backup = io.MousePos;
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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io.MousePosViewport = 0;
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io.MousePosViewport = 0;
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io.MouseHoveredViewport = 0;
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io.MouseHoveredViewport = 0;
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// Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
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// (When multi-viewports are enabled, all imgui positions are same as OS positions.)
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#if SDL_HAS_WARP_MOUSE_GLOBAL
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if (io.WantSetMousePos)
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{
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if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0)
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SDL_WarpMouseInWindow(g_Window, (int)mouse_pos_backup.x, (int)mouse_pos_backup.y);
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else
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SDL_WarpMouseGlobal((int)mouse_pos_backup.x, (int)mouse_pos_backup.y);
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}
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#endif
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int mx, my;
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int mx, my;
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Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
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Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
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io.MouseDown[0] = g_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[0] = g_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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@ -120,38 +120,53 @@ static bool ImGui_ImplWin32_UpdateMouseCursor()
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}
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}
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// This code supports multiple OS Windows mapped into different ImGui viewports,
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// This code supports multiple OS Windows mapped into different ImGui viewports,
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// So it is a little more complicated than your typical single-viewport binding code (which only needs to set io.MousePos from the WM_MOUSEMOVE handler)
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// Because of that, it is a little more complicated than your typical single-viewport binding code.
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// This is what imgui needs from the back-end to support multiple windows:
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// A) In Single-viewport mode imgui needs:
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// - io.MousePos = mouse position in absolute coordinate (e.g. io.MousePos == ImVec2(0,0) when it is on the upper-left of the primary monitor)
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// - io.MousePos ............... mouse position, in client window coordinates (what you'd get from GetCursorPos+ScreenToClient() or from WM_MOUSEMOVE)
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// - io.MousePosViewport = viewport which mouse position is based from (generally the focused/active/capturing viewport)
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// io.MousePos is (0,0) when the mouse is on the upper-left corner of the application window.
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// - io.MouseHoveredWindow = viewport which mouse is hovering, **regardless of it being the active/focused window**, **regardless of another window holding mouse captured**. [Optional]
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// B) In Multi-viewport mode imgui needs: (when ImGuiConfigFlags_ViewportsEnable is set)
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// - io.MousePos ............... mouse position, in OS absolute coordinates (what you'd get from GetCursorPos(), or from WM_MOUSEMOVE+viewport->Pos).
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// io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor.
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// - io.MousePosViewport ....... viewport which mouse position is based from (generally the focused/active/capturing viewport)
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// - io.MouseHoveredViewport ... [optional] viewport which mouse is hovering, with _very_ specific/strict conditions (Read comments next to io.MouseHoveredViewport. This is _NOT_ easy to provide in many high-level engine because of how we handle the ImGuiViewportFlags_NoInputs flag)
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// This function overwrite the value of io.MousePos normally updated by the WM_MOUSEMOVE handler.
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// This function overwrite the value of io.MousePos normally updated by the WM_MOUSEMOVE handler.
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// We keep the WM_MOUSEMOVE handling code so that WndProc function can be copied as-in in applications which do not need multiple OS windows support.
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// We keep the WM_MOUSEMOVE handling code so that WndProc function can be copied as-in in applications which do not need multi-viewport support.
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static void ImGui_ImplWin32_UpdateMousePos()
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static void ImGui_ImplWin32_UpdateMousePos()
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{
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGuiIO& io = ImGui::GetIO();
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// Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
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// (When multi-viewports are enabled, all imgui positions are same as OS positions.)
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if (io.WantSetMousePos)
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{
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POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
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if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0)
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::ClientToScreen(g_hWnd, &pos);
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::SetCursorPos(pos.x, pos.y);
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}
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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io.MousePosViewport = 0;
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io.MousePosViewport = 0;
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io.MouseHoveredViewport = 0;
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io.MouseHoveredViewport = 0;
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// Set mouse position and viewport
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// (Note that ScreenToClient() and adding +viewport->Pos are mutually cancelling each others when we have multi-viewport enabled. In single-viewport mode, viewport->Pos will be zero)
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POINT pos;
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POINT pos;
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if (!::GetCursorPos(&pos))
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if (!::GetCursorPos(&pos))
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return;
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return;
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if (HWND focused_hwnd = ::GetActiveWindow())
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// Our back-end can tell which window is under the mouse cursor (not every back-end can), so pass that info to imgui
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HWND hovered_hwnd = ::WindowFromPoint(pos);
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if (hovered_hwnd)
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if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd))
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io.MouseHoveredViewport = viewport->ID;
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// Convert mouse from screen position to window client position
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HWND focused_hwnd = ::GetActiveWindow();
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if (focused_hwnd != 0 && ::ScreenToClient(focused_hwnd, &pos))
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if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)focused_hwnd))
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if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)focused_hwnd))
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{
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{
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io.MousePos = ImVec2(viewport->Pos.x + (float)pos.x, viewport->Pos.y + (float)pos.y);
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POINT client_pos = pos;
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::ScreenToClient(focused_hwnd, &client_pos);
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io.MousePos = ImVec2(viewport->Pos.x + (float)client_pos.x, viewport->Pos.y + (float)client_pos.y);
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io.MousePosViewport = viewport->ID;
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io.MousePosViewport = viewport->ID;
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}
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}
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// Our back-end can tell which window is under the mouse cursor (not every back-end can), so pass that info to imgui
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if (HWND hovered_hwnd = ::WindowFromPoint(pos))
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if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd))
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io.MouseHoveredViewport = viewport->ID;
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}
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}
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void ImGui_ImplWin32_NewFrame()
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void ImGui_ImplWin32_NewFrame()
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@ -176,18 +191,10 @@ void ImGui_ImplWin32_NewFrame()
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io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0;
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io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0;
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io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0;
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io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0;
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io.KeySuper = false;
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io.KeySuper = false;
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// io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
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// io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below.
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// io.MousePos : filled by WM_MOUSEMOVE events
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// io.MouseDown : filled by WM_*BUTTON* events
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// io.MouseWheel : filled by WM_MOUSEWHEEL events
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// Set OS mouse position if requested (only used when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
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// Update OS mouse position
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if (io.WantSetMousePos)
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ImGui_ImplWin32_UpdateMousePos();
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{
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POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
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::ClientToScreen(g_hWnd, &pos);
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::SetCursorPos(pos.x, pos.y);
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}
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// Update OS mouse cursor with the cursor requested by imgui
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// Update OS mouse cursor with the cursor requested by imgui
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ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
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ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
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@ -197,8 +204,6 @@ void ImGui_ImplWin32_NewFrame()
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ImGui_ImplWin32_UpdateMouseCursor();
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ImGui_ImplWin32_UpdateMouseCursor();
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}
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}
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ImGui_ImplWin32_UpdateMousePos();
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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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// 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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ImGui::NewFrame();
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}
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}
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