diff --git a/examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp b/examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp index 26cf8c65..fc5473ba 100644 --- a/examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp +++ b/examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp @@ -43,6 +43,7 @@ static Uint64 g_Time = 0; static bool g_MousePressed[3] = { false, false, false }; static GLuint g_FontTexture = 0; +static SDL_Cursor *g_SdlCursorMap[ImGuiMouseCursor_Count_]; // OpenGL2 Render function. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) @@ -250,6 +251,14 @@ bool ImGui_ImplSdlGL2_Init(SDL_Window* window) io.GetClipboardTextFn = ImGui_ImplSdlGL2_GetClipboardText; io.ClipboardUserData = NULL; + g_SdlCursorMap[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); + g_SdlCursorMap[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); + g_SdlCursorMap[ImGuiMouseCursor_Move] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND); + g_SdlCursorMap[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); + g_SdlCursorMap[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); + g_SdlCursorMap[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); + g_SdlCursorMap[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); + #ifdef _WIN32 SDL_SysWMinfo wmInfo; SDL_VERSION(&wmInfo.version); @@ -265,6 +274,9 @@ bool ImGui_ImplSdlGL2_Init(SDL_Window* window) void ImGui_ImplSdlGL2_Shutdown() { ImGui_ImplSdlGL2_InvalidateDeviceObjects(); + + for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_Count_; cursor_n++) + SDL_FreeCursor(g_SdlCursorMap[cursor_n]); } void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window) @@ -314,7 +326,14 @@ void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window) #endif // Hide OS mouse cursor if ImGui is drawing it - SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1); + if (io.MouseDrawCursor) + SDL_ShowCursor(0); + else + { + SDL_Cursor *cursor = g_SdlCursorMap[ImGui::GetMouseCursor()]; + SDL_SetCursor(cursor); + SDL_ShowCursor(1); + } // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. ImGui::NewFrame(); diff --git a/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp b/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp index b73fdbde..10726300 100644 --- a/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp +++ b/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp @@ -45,6 +45,7 @@ static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; +static SDL_Cursor *g_SdlCursorMap[ImGuiMouseCursor_Count_]; // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. @@ -364,6 +365,14 @@ bool ImGui_ImplSdlGL3_Init(SDL_Window* window) io.GetClipboardTextFn = ImGui_ImplSdlGL3_GetClipboardText; io.ClipboardUserData = NULL; + g_SdlCursorMap[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); + g_SdlCursorMap[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); + g_SdlCursorMap[ImGuiMouseCursor_Move] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND); + g_SdlCursorMap[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); + g_SdlCursorMap[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); + g_SdlCursorMap[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); + g_SdlCursorMap[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); + #ifdef _WIN32 SDL_SysWMinfo wmInfo; SDL_VERSION(&wmInfo.version); @@ -379,6 +388,9 @@ bool ImGui_ImplSdlGL3_Init(SDL_Window* window) void ImGui_ImplSdlGL3_Shutdown() { ImGui_ImplSdlGL3_InvalidateDeviceObjects(); + + for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_Count_; cursor_n++) + SDL_FreeCursor(g_SdlCursorMap[cursor_n]); } void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window) @@ -428,7 +440,14 @@ void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window) #endif // Hide OS mouse cursor if ImGui is drawing it - SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1); + if (io.MouseDrawCursor) + SDL_ShowCursor(0); + else + { + SDL_Cursor *cursor = g_SdlCursorMap[ImGui::GetMouseCursor()]; + SDL_SetCursor(cursor); + SDL_ShowCursor(1); + } // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. ImGui::NewFrame();