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Viewport: Win32, GLFW, SDL: Clarified back-ends by using global mouse position direction. GLFW: disabled io.MouseHoveredViewport setting under Mac/Linux. (#1542, #2117) + various comments.
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@ -141,7 +141,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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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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#if GLFW_HAS_GLFW_HOVERED
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#if GLFW_HAS_GLFW_HOVERED && defined(_WIN32)
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io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
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#endif
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io.BackendPlatformName = "imgui_impl_glfw";
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@ -264,14 +264,32 @@ static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
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{
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double mouse_x, mouse_y;
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glfwGetCursorPos(window, &mouse_x, &mouse_y);
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io.MousePos = ImVec2((float)mouse_x + viewport->Pos.x, (float)mouse_y + viewport->Pos.y);
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
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int window_x, window_y;
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glfwGetWindowPos(window, &window_x, &window_y);
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io.MousePos = ImVec2((float)mouse_x + window_x, (float)mouse_y + window_y);
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}
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else
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{
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// Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
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io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
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}
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}
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for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
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io.MouseDown[i] |= glfwGetMouseButton(window, i) != 0;
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}
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#if GLFW_HAS_GLFW_HOVERED
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io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport;
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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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// Important: this information is not easy to provide and many high-level windowing library won't be able to provide it correctly, because
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// - This is _ignoring_ viewports with the ImGuiViewportFlags_NoInputs flag (pass-through windows).
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// - This is _regardless_ of whether another viewport is focused or being dragged from.
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// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the back-end, imgui will ignore this field and infer the information by relying on the
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// rectangles and last focused time of every viewports it knows about. It will be unaware of other windows that may be sitting between or over your windows.
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// [GLFW] FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems.
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// See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature.
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#if GLFW_HAS_GLFW_HOVERED && defined(_WIN32)
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if (glfwGetWindowAttrib(window, GLFW_HOVERED) && !(viewport->Flags & ImGuiViewportFlags_NoInputs))
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io.MouseHoveredViewport = viewport->ID;
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#endif
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