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Backends: SDL2,SDL3: tidying up.
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@ -106,12 +106,14 @@ 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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char* ClipboardTextData;
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// Mouse handling
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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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int PendingMouseLeaveFrame;
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char* ClipboardTextData;
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SDL_Cursor* MouseLastCursor;
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int MouseLastLeaveFrame;
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bool MouseCanUseGlobalState;
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ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); }
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@ -368,10 +370,10 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* 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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bd->MouseLastLeaveFrame = 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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bd->MouseLastLeaveFrame = ImGui::GetFrameCount() + 1;
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if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
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io.AddFocusEvent(true);
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else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
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@ -511,7 +513,7 @@ void ImGui_ImplSDL2_Shutdown()
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SDL_free(bd->ClipboardTextData);
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for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
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SDL_FreeCursor(bd->MouseCursors[cursor_n]);
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bd->LastMouseCursor = nullptr;
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bd->MouseLastCursor = nullptr;
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io.BackendPlatformName = nullptr;
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io.BackendPlatformUserData = nullptr;
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@ -567,10 +569,10 @@ static void ImGui_ImplSDL2_UpdateMouseCursor()
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{
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// Show OS mouse cursor
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SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];
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if (bd->LastMouseCursor != expected_cursor)
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if (bd->MouseLastCursor != expected_cursor)
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{
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SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
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bd->LastMouseCursor = expected_cursor;
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bd->MouseLastCursor = expected_cursor;
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}
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SDL_ShowCursor(SDL_TRUE);
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}
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@ -651,10 +653,10 @@ 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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bd->Time = current_time;
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if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
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if (bd->MouseLastLeaveFrame && bd->MouseLastLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
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{
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bd->MouseWindowID = 0;
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bd->PendingMouseLeaveFrame = 0;
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bd->MouseLastLeaveFrame = 0;
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io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
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}
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@ -64,12 +64,14 @@ struct ImGui_ImplSDL3_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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char* ClipboardTextData;
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// Mouse handling
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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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int PendingMouseLeaveFrame;
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char* ClipboardTextData;
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SDL_Cursor* MouseLastCursor;
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int MousePendingLeaveFrame;
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bool MouseCanUseGlobalState;
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ImGui_ImplSDL3_Data() { memset((void*)this, 0, sizeof(*this)); }
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@ -312,7 +314,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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case SDL_EVENT_WINDOW_MOUSE_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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bd->MousePendingLeaveFrame = 0;
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return true;
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}
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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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@ -321,7 +323,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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// FIXME: Unconfirmed whether this is still needed with SDL3.
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case SDL_EVENT_WINDOW_MOUSE_LEAVE:
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{
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bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1;
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bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1;
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return true;
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}
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case SDL_EVENT_WINDOW_FOCUS_GAINED:
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@ -455,7 +457,7 @@ void ImGui_ImplSDL3_Shutdown()
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SDL_free(bd->ClipboardTextData);
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for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
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SDL_DestroyCursor(bd->MouseCursors[cursor_n]);
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bd->LastMouseCursor = nullptr;
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bd->MouseLastCursor = nullptr;
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io.BackendPlatformName = nullptr;
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io.BackendPlatformUserData = nullptr;
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@ -514,10 +516,10 @@ static void ImGui_ImplSDL3_UpdateMouseCursor()
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{
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// Show OS mouse cursor
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SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];
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if (bd->LastMouseCursor != expected_cursor)
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if (bd->MouseLastCursor != expected_cursor)
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{
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SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
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bd->LastMouseCursor = expected_cursor;
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bd->MouseLastCursor = expected_cursor;
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}
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SDL_ShowCursor();
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}
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@ -595,10 +597,10 @@ void ImGui_ImplSDL3_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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bd->Time = current_time;
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if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
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if (bd->MousePendingLeaveFrame && bd->MousePendingLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
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{
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bd->MouseWindowID = 0;
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bd->PendingMouseLeaveFrame = 0;
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bd->MousePendingLeaveFrame = 0;
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io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
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}
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