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https://github.com/Drezil/imgui.git
synced 2025-07-16 01:33:14 +02:00
IO: added AddMouseViewportEvent() + used in backends.
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@ -418,7 +418,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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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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#if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32))
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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 call io.AddMouseViewportEvent() with correct data (optional)
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#endif
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bd->Window = window;
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@ -539,8 +539,7 @@ static void ImGui_ImplGlfw_UpdateMouseData()
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ImGuiIO& io = ImGui::GetIO();
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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io.MouseHoveredViewport = 0;
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ImGuiID mouse_viewport_id = 0;
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const ImVec2 mouse_pos_prev = io.MousePos;
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for (int n = 0; n < platform_io.Viewports.Size; n++)
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{
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@ -577,7 +576,7 @@ static void ImGui_ImplGlfw_UpdateMouseData()
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}
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}
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// (Optional) When using multiple viewports: set io.MouseHoveredViewport to the viewport the OS mouse cursor is hovering.
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// (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
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// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
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// - [X] GLFW >= 3.3 backend ON WINDOWS ONLY does correctly ignore viewports with the _NoInputs flag.
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// - [!] GLFW <= 3.2 backend CANNOT correctly ignore viewports with the _NoInputs flag, and CANNOT reported Hovered Viewport because of mouse capture.
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@ -593,11 +592,14 @@ static void ImGui_ImplGlfw_UpdateMouseData()
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glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, window_no_input);
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#endif
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if (glfwGetWindowAttrib(window, GLFW_HOVERED) && !window_no_input)
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io.MouseHoveredViewport = viewport->ID;
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mouse_viewport_id = viewport->ID;
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#else
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// We cannot use bd->MouseWindow maintained from CursorEnter/Leave callbacks, because it is locked to the window capturing mouse.
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#endif
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}
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if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
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io.AddMouseViewportEvent(mouse_viewport_id);
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}
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static void ImGui_ImplGlfw_UpdateMouseCursor()
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@ -866,7 +868,7 @@ static LRESULT CALLBACK WndProcNoInputs(HWND hWnd, UINT msg, WPARAM wParam, LPAR
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{
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if (msg == WM_NCHITTEST)
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{
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// Let mouse pass-through the window. This will allow the backend to set io.MouseHoveredViewport properly (which is OPTIONAL).
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// Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() properly (which is OPTIONAL).
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// The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
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// If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
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// your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
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@ -359,7 +359,7 @@ bool ImGui_ImplOSX_Init(NSView* view)
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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_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
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//io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional)
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//io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
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io.BackendPlatformName = "imgui_impl_osx";
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// Load cursors. Some of them are undocumented.
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@ -369,7 +369,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
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if (mouse_can_use_global_state)
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{
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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_HasMouseHoveredViewport;//We can set io.MouseHoveredViewport correctly (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport;// We can call io.AddMouseViewportEvent() with correct data (optional)
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}
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bd->Window = window;
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@ -521,17 +521,18 @@ static void ImGui_ImplSDL2_UpdateMouseData()
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}
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}
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// (Optional) When using multiple viewports: set io.MouseHoveredViewport to the viewport the OS mouse cursor is hovering.
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// (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
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// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
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// - [!] SDL backend does NOT correctly ignore viewports with the _NoInputs flag.
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// Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
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// for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
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// by the backend, and use its flawed heuristic to guess the viewport behind.
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// - [X] SDL backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
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io.MouseHoveredViewport = 0;
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ImGuiID mouse_viewport_id = 0;
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if (SDL_Window* sdl_mouse_window = SDL_GetWindowFromID(bd->MouseWindowID))
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if (ImGuiViewport* mouse_viewport = ImGui::FindViewportByPlatformHandle((void*)sdl_mouse_window))
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io.MouseHoveredViewport = mouse_viewport->ID;
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mouse_viewport_id = mouse_viewport->ID;
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io.AddMouseViewportEvent(mouse_viewport_id);
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}
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static void ImGui_ImplSDL2_UpdateMouseCursor()
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@ -131,7 +131,7 @@ bool ImGui_ImplWin32_Init(void* hwnd)
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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_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
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bd->hWnd = (HWND)hwnd;
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bd->WantUpdateHasGamepad = true;
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@ -299,18 +299,19 @@ static void ImGui_ImplWin32_UpdateMouseData()
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}
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}
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// (Optional) When using multiple viewports: set io.MouseHoveredViewport to the viewport the OS mouse cursor is hovering.
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// (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
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// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
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// - [X] Win32 backend correctly ignore viewports with the _NoInputs flag (here using ::WindowFromPoint with WM_NCHITTEST + HTTRANSPARENT in WndProc does that)
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// Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
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// for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
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// by the backend, and use its flawed heuristic to guess the viewport behind.
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// - [X] Win32 backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
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io.MouseHoveredViewport = 0;
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ImGuiID mouse_viewport_id = 0;
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if (has_mouse_screen_pos)
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if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_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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mouse_viewport_id = viewport->ID;
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io.AddMouseViewportEvent(mouse_viewport_id);
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}
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// Gamepad navigation mapping
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@ -1077,7 +1078,7 @@ static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd,
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return MA_NOACTIVATE;
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break;
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case WM_NCHITTEST:
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// Let mouse pass-through the window. This will allow the backend to set io.MouseHoveredViewport properly (which is OPTIONAL).
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// Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() correctly. (which is optional).
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// The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
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// If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
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// your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
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