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https://github.com/Drezil/imgui.git
synced 2025-07-06 04:58:47 +02:00
Merge misc changes from docking branch to reduce small drift.
In particular: - imgui.cpp : move UpdateInputEvents() higher in NewFrame() to match docking + update RenderMouseCursor() to match. - imgui_draw.cpp: ImDrawList::_ResetForNewFrame() change from c807192ab - Backends: SDL2. Add MouseWindowID + change SDL_CaptureMouse() test to match docking branch. Not strictly necessary but aimed at reducing drift because we go on and fork this file. + moved responsability of checking valid names to TabBarGetTabName() to simplify both branches.
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@ -91,6 +91,7 @@ struct ImGui_ImplSDL2_Data
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SDL_Window* Window;
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SDL_Renderer* Renderer;
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Uint64 Time;
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Uint32 MouseWindowID;
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int MouseButtonsDown;
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SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
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SDL_Cursor* LastMouseCursor;
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@ -261,7 +262,8 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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{
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case SDL_MOUSEMOTION:
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{
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io.AddMousePosEvent((float)event->motion.x, (float)event->motion.y);
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ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
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io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
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return true;
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}
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case SDL_MOUSEWHEEL:
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@ -318,7 +320,10 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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// we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
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Uint8 window_event = event->window.event;
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if (window_event == SDL_WINDOWEVENT_ENTER)
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{
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bd->MouseWindowID = event->window.windowID;
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bd->PendingMouseLeaveFrame = 0;
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}
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if (window_event == SDL_WINDOWEVENT_LEAVE)
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bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1;
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if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
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@ -374,14 +379,19 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
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bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
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// Set platform dependent data in viewport
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#if defined(SDL_VIDEO_DRIVER_WINDOWS)
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// Our mouse update function expect PlatformHandle to be filled for the main viewport
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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main_viewport->PlatformHandleRaw = nullptr;
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SDL_SysWMinfo info;
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SDL_VERSION(&info.version);
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if (SDL_GetWindowWMInfo(window, &info))
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ImGui::GetMainViewport()->PlatformHandleRaw = (void*)info.info.win.window;
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#else
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(void)window;
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{
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#if defined(SDL_VIDEO_DRIVER_WINDOWS)
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main_viewport->PlatformHandleRaw = (void*)info.info.win.window;
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#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
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main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window;
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#endif
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}
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// From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
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// Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
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@ -457,7 +467,7 @@ static void ImGui_ImplSDL2_UpdateMouseData()
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// We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
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#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
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// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
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SDL_CaptureMouse((bd->MouseButtonsDown != 0 && ImGui::GetDragDropPayload() == nullptr) ? SDL_TRUE : SDL_FALSE);
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SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE);
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SDL_Window* focused_window = SDL_GetKeyboardFocus();
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const bool is_app_focused = (bd->Window == focused_window);
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#else
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@ -580,8 +590,9 @@ void ImGui_ImplSDL2_NewFrame()
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if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
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{
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io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
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bd->MouseWindowID = 0;
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bd->PendingMouseLeaveFrame = 0;
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io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
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}
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ImGui_ImplSDL2_UpdateMouseData();
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