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Backends: SDL: Fix multi-viewport dragging issue with SDL on some systems. (#5012)
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@ -96,6 +96,7 @@ struct ImGui_ImplSDL2_Data
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Uint32 MouseWindowID;
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Uint32 MouseWindowID;
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int MouseButtonsDown;
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int MouseButtonsDown;
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SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
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SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
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int PendingMouseLeaveFrame;
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char* ClipboardTextData;
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char* ClipboardTextData;
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bool MouseCanUseGlobalState;
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bool MouseCanUseGlobalState;
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bool UseVulkan;
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bool UseVulkan;
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@ -315,16 +316,19 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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}
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}
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case SDL_WINDOWEVENT:
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case SDL_WINDOWEVENT:
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{
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{
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// When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.
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// - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.
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// However we won't get a correct LEAVE event for a captured window.
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// - However we won't get a correct LEAVE event for a captured window.
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// - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
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// causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
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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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Uint8 window_event = event->window.event;
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if (window_event == SDL_WINDOWEVENT_ENTER)
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if (window_event == SDL_WINDOWEVENT_ENTER)
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bd->MouseWindowID = event->window.windowID;
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if (window_event == SDL_WINDOWEVENT_LEAVE)
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{
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{
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bd->MouseWindowID = 0;
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bd->MouseWindowID = event->window.windowID;
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io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
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bd->PendingMouseLeaveFrame = 0;
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}
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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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if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
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io.AddFocusEvent(true);
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io.AddFocusEvent(true);
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else if (window_event == SDL_WINDOWEVENT_FOCUS_LOST)
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else if (window_event == SDL_WINDOWEVENT_FOCUS_LOST)
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@ -665,6 +669,12 @@ void ImGui_ImplSDL2_NewFrame()
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io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
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io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
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bd->Time = current_time;
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bd->Time = current_time;
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if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame == ImGui::GetFrameCount())
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{
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bd->MouseWindowID = 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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ImGui_ImplSDL2_UpdateMouseData();
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ImGui_ImplSDL2_UpdateMouseCursor();
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ImGui_ImplSDL2_UpdateMouseCursor();
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@ -134,6 +134,7 @@ Docking+Viewports Branch:
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- Docking: Fixed floating docked nodes not being clamped into viewport workrect to stay reachable
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- Docking: Fixed floating docked nodes not being clamped into viewport workrect to stay reachable
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when g.ConfigWindowsMoveFromTitleBarOnly is set and multi-viewports are disabled. (#5044)
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when g.ConfigWindowsMoveFromTitleBarOnly is set and multi-viewports are disabled. (#5044)
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- Backends: SDL: Fixed dragging out main viewport broken on some SDL setups. (#5012) [@rokups]
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- Viewports: Fixed translating a host viewport from briefly altering the size of AlwaysAutoResize windows. (#5057)
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- Viewports: Fixed translating a host viewport from briefly altering the size of AlwaysAutoResize windows. (#5057)
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- Viewports: Fixed main viewport size not matching ImDrawData::DisplaySize for one frame during resize
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- Viewports: Fixed main viewport size not matching ImDrawData::DisplaySize for one frame during resize
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when multi-viewports are disabled. (#4900)
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when multi-viewports are disabled. (#4900)
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