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Examples: Mouse cursor handling comments/tweaks to homogenize. (#1495)
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@ -337,7 +337,7 @@ void ImGui_ImplGlfwGL2_NewFrame()
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g_MouseJustPressed[i] = false;
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}
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// Update mouse cursor
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// Update OS/hardware mouse cursor if imgui isn't drawing a software 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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@ -345,8 +345,8 @@ void ImGui_ImplGlfwGL2_NewFrame()
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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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glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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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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@ -452,7 +452,7 @@ void ImGui_ImplGlfwGL3_NewFrame()
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g_MouseJustPressed[i] = false;
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}
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// Update mouse cursor
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// Update OS/hardware mouse cursor if imgui isn't drawing a software 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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@ -460,8 +460,8 @@ void ImGui_ImplGlfwGL3_NewFrame()
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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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glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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}
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// Gamepad navigation mapping [BETA]
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@ -44,7 +44,7 @@
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static Uint64 g_Time = 0;
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static bool g_MousePressed[3] = { false, false, false };
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static GLuint g_FontTexture = 0;
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static SDL_Cursor* g_SdlCursors[ImGuiMouseCursor_Count_] = { 0 };
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static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_Count_] = { 0 };
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// OpenGL2 Render function.
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// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
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@ -252,13 +252,13 @@ bool ImGui_ImplSdlGL2_Init(SDL_Window* window)
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io.GetClipboardTextFn = ImGui_ImplSdlGL2_GetClipboardText;
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io.ClipboardUserData = NULL;
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g_SdlCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
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g_SdlCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
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g_SdlCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
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g_SdlCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
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g_SdlCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
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g_SdlCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
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g_SdlCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
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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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g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
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g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
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g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
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g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
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#ifdef _WIN32
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SDL_SysWMinfo wmInfo;
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@ -274,10 +274,13 @@ bool ImGui_ImplSdlGL2_Init(SDL_Window* window)
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void ImGui_ImplSdlGL2_Shutdown()
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{
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ImGui_ImplSdlGL2_InvalidateDeviceObjects();
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// Destroy SDL mouse cursors
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for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_Count_; cursor_n++)
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SDL_FreeCursor(g_SdlCursors[cursor_n]);
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SDL_FreeCursor(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_ImplSdlGL2_InvalidateDeviceObjects();
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}
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void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window)
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@ -326,7 +329,7 @@ void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window)
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io.MousePos = ImVec2((float)mx, (float)my);
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#endif
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// Hide OS mouse cursor if ImGui is drawing it
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// Update OS/hardware mouse cursor if imgui isn't drawing a software 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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@ -334,7 +337,7 @@ void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window)
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}
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else
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{
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SDL_SetCursor(g_SdlCursors[cursor]);
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SDL_SetCursor(g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
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SDL_ShowCursor(1);
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}
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@ -46,7 +46,7 @@ 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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static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
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static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
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static SDL_Cursor* g_SdlCursors[ImGuiMouseCursor_Count_] = { 0 };
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static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_Count_] = { 0 };
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
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@ -366,13 +366,13 @@ bool ImGui_ImplSdlGL3_Init(SDL_Window* window)
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io.GetClipboardTextFn = ImGui_ImplSdlGL3_GetClipboardText;
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io.ClipboardUserData = NULL;
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g_SdlCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
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g_SdlCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
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g_SdlCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
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g_SdlCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
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g_SdlCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
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g_SdlCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
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g_SdlCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
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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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g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
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g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
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g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
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g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
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#ifdef _WIN32
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SDL_SysWMinfo wmInfo;
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@ -388,10 +388,13 @@ bool ImGui_ImplSdlGL3_Init(SDL_Window* window)
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void ImGui_ImplSdlGL3_Shutdown()
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{
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ImGui_ImplSdlGL3_InvalidateDeviceObjects();
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// Destroy SDL mouse cursors
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for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_Count_; cursor_n++)
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SDL_FreeCursor(g_SdlCursors[cursor_n]);
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SDL_FreeCursor(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_ImplSdlGL3_InvalidateDeviceObjects();
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}
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void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window)
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@ -440,7 +443,7 @@ void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window)
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io.MousePos = ImVec2((float)mx, (float)my);
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#endif
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// Hide OS mouse cursor if ImGui is drawing it
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// Update OS/hardware mouse cursor if imgui isn't drawing a software 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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@ -448,7 +451,7 @@ void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window)
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}
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else
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{
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SDL_SetCursor(g_SdlCursors[cursor]);
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SDL_SetCursor(g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
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SDL_ShowCursor(1);
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}
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@ -864,7 +864,7 @@ void ImGui_ImplGlfwVulkan_NewFrame()
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g_MouseJustPressed[i] = false;
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}
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// Update mouse cursor
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// Update OS/hardware mouse cursor if imgui isn't drawing a software 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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@ -872,8 +872,8 @@ void ImGui_ImplGlfwVulkan_NewFrame()
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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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glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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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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