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	Examples: SDL: Using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. (#1559)
Digging into sdl window/mouse stuff will also be useful for multi-viewport work.
This commit is contained in:
		| @@ -270,23 +270,33 @@ void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window) | ||||
|     io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f); | ||||
|     g_Time = current_time; | ||||
|  | ||||
|     // Setup inputs | ||||
|     // (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent()) | ||||
|     // Setup mouse inputs (we already got mouse wheel, keyboard keys & characters from our event handler) | ||||
|     int mx, my; | ||||
|     Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my); | ||||
|     if (SDL_GetWindowFlags(window) & SDL_WINDOW_INPUT_FOCUS) | ||||
|         io.MousePos = ImVec2((float)mx, (float)my); | ||||
|     else | ||||
|         io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); | ||||
|  | ||||
|     io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); | ||||
|     io.MouseWheel = g_MouseWheel; | ||||
|     io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0;  // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. | ||||
|     io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; | ||||
|     io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; | ||||
|     g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; | ||||
|  | ||||
|     io.MouseWheel = g_MouseWheel; | ||||
|     g_MouseWheel = 0.0f; | ||||
|  | ||||
|     // We need to use SDL_CaptureMouse() to easily retrieve mouse coordinates outside of the client area. This is only supported from SDL 2.0.4 (released Jan 2016) | ||||
| #if (SDL_MAJOR_VERSION >= 2) && (SDL_MINOR_VERSION >= 0) && (SDL_PATCHLEVEL >= 4)    | ||||
|     if ((SDL_GetWindowFlags(window) & (SDL_WINDOW_MOUSE_FOCUS | SDL_WINDOW_MOUSE_CAPTURE)) != 0) | ||||
|         io.MousePos = ImVec2((float)mx, (float)my); | ||||
|     bool any_mouse_button_down = false; | ||||
|     for (int n = 0; n < IM_ARRAYSIZE(io.MouseDown); n++) | ||||
|         any_mouse_button_down |= io.MouseDown[n]; | ||||
|     if (any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) == 0) | ||||
|         SDL_CaptureMouse(SDL_TRUE); | ||||
|     if (!any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) != 0) | ||||
|         SDL_CaptureMouse(SDL_FALSE); | ||||
| #else | ||||
|     if ((SDL_GetWindowFlags(window) & SDL_WINDOW_INPUT_FOCUS) != 0) | ||||
|         io.MousePos = ImVec2((float)mx, (float)my); | ||||
| #endif | ||||
|  | ||||
|     // Hide OS mouse cursor if ImGui is drawing it | ||||
|     SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1); | ||||
|  | ||||
|   | ||||
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