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Examples: GLFW: Added mouse cursors support (#1495)
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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-XX-XX: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
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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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// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
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@ -43,6 +44,7 @@
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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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static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data)
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{
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@ -123,6 +125,14 @@ bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
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io.ImeWindowHandle = glfwGetWin32Window(g_Window);
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#endif
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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); // FIXME: GLFW doesn't have this.
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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); // FIXME: GLFW doesn't have this.
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g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
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if (install_callbacks)
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{
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glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
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@ -136,6 +146,11 @@ bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
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void ImGui_ImplGlfw_Shutdown()
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{
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for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_Count_; cursor_n++)
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{
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glfwDestroyCursor(g_MouseCursors[cursor_n]);
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g_MouseCursors[cursor_n] = NULL;
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}
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}
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void ImGui_ImplGlfw_NewFrame()
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@ -184,7 +199,16 @@ void ImGui_ImplGlfw_NewFrame()
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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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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]);
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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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@ -150,7 +150,10 @@ bool ImGui_ImplSDL2_Init(SDL_Window* window)
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void ImGui_ImplSDL2_Shutdown()
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{
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for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_Count_; cursor_n++)
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{
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SDL_FreeCursor(g_MouseCursors[cursor_n]);
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g_MouseCursors[cursor_n] = NULL;
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}
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}
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void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
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