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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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@ -135,21 +135,14 @@ static bool ImGui_ImplWin32_UpdateMouseCursor()
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return true;
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}
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// This code supports multiple OS Windows mapped into different ImGui viewports,
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// Because of that, it is a little more complicated than your typical single-viewport binding code.
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// A) In Single-viewport mode imgui needs:
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// - io.MousePos ............... mouse position, in client window coordinates (what you'd get from GetCursorPos+ScreenToClient() or from WM_MOUSEMOVE)
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// io.MousePos is (0,0) when the mouse is on the upper-left corner of the application window.
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// B) In Multi-viewport mode imgui needs: (when ImGuiConfigFlags_ViewportsEnable is set)
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// - io.MousePos ............... mouse position, in OS absolute coordinates (what you'd get from GetCursorPos(), or from WM_MOUSEMOVE+viewport->Pos).
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// io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor.
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// - io.MouseHoveredViewport ... [optional] viewport which mouse is hovering, with _VERY_ specific and strict conditions (Read comments next to io.MouseHoveredViewport. This is _NOT_ easy to provide in many high-level engine because of how we use the ImGuiViewportFlags_NoInputs flag)
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// This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports)
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// Because of that, it is a little more complicated than your typical single-viewport binding code!
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static void ImGui_ImplWin32_UpdateMousePos()
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{
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ImGuiIO& io = ImGui::GetIO();
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// Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
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// (When multi-viewports are enabled, all imgui positions are same as OS positions.)
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// (When multi-viewports are enabled, all imgui positions are same as OS positions)
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if (io.WantSetMousePos)
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{
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POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
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@ -161,21 +154,39 @@ static void ImGui_ImplWin32_UpdateMousePos()
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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io.MouseHoveredViewport = 0;
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// Set mouse position and viewport
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// (Note that ScreenToClient() and adding +viewport->Pos are mutually cancelling each others when we have multi-viewport enabled. In single-viewport mode, viewport->Pos will be zero)
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POINT pos;
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if (!::GetCursorPos(&pos))
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// Set imgui mouse position
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POINT mouse_screen_pos;
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if (!::GetCursorPos(&mouse_screen_pos))
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return;
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if (HWND focused_hwnd = ::GetActiveWindow())
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if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)focused_hwnd))
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{
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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POINT client_pos = pos;
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::ScreenToClient(focused_hwnd, &client_pos);
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io.MousePos = ImVec2(viewport->Pos.x + (float)client_pos.x, viewport->Pos.y + (float)client_pos.y);
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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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// This is the position you can get with GetCursorPos(). In theory adding viewport->Pos is also the reverse operation of doing ScreenToClient().
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if (ImGui::FindViewportByPlatformHandle((void*)focused_hwnd) != NULL)
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io.MousePos = ImVec2((float)mouse_screen_pos.x, (float)mouse_screen_pos.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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// This is the position you can get with GetCursorPos() + ScreenToClient() or from WM_MOUSEMOVE.
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if (focused_hwnd == g_hWnd)
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{
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POINT mouse_client_pos = mouse_screen_pos;
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::ScreenToClient(focused_hwnd, &mouse_client_pos);
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io.MousePos = ImVec2((float)mouse_client_pos.x, (float)mouse_client_pos.y);
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}
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}
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}
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// Our back-end can tell which window is under the mouse cursor (not every back-end can), so pass that info to imgui
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if (HWND hovered_hwnd = ::WindowFromPoint(pos))
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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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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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}
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