diff --git a/backends/imgui_impl_sdl.cpp b/backends/imgui_impl_sdl.cpp index 7f74f91b3..7255ccd5d 100644 --- a/backends/imgui_impl_sdl.cpp +++ b/backends/imgui_impl_sdl.cpp @@ -367,10 +367,13 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context) io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) if (mouse_can_use_global_state) - { io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) + + // SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960) +#ifdef _WIN32 + if (mouse_can_use_global_state) io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport;// We can call io.AddMouseViewportEvent() with correct data (optional) - } +#endif bd->Window = window; bd->MouseCanUseGlobalState = mouse_can_use_global_state; @@ -528,11 +531,14 @@ static void ImGui_ImplSDL2_UpdateMouseData() // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported // by the backend, and use its flawed heuristic to guess the viewport behind. // - [X] SDL backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target). - ImGuiID mouse_viewport_id = 0; - if (SDL_Window* sdl_mouse_window = SDL_GetWindowFromID(bd->MouseWindowID)) - if (ImGuiViewport* mouse_viewport = ImGui::FindViewportByPlatformHandle((void*)sdl_mouse_window)) - mouse_viewport_id = mouse_viewport->ID; - io.AddMouseViewportEvent(mouse_viewport_id); + if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) + { + ImGuiID mouse_viewport_id = 0; + if (SDL_Window* sdl_mouse_window = SDL_GetWindowFromID(bd->MouseWindowID)) + if (ImGuiViewport* mouse_viewport = ImGui::FindViewportByPlatformHandle((void*)sdl_mouse_window)) + mouse_viewport_id = mouse_viewport->ID; + io.AddMouseViewportEvent(mouse_viewport_id); + } } static void ImGui_ImplSDL2_UpdateMouseCursor()