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@ -71,6 +71,8 @@ Other Changes:
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selection, those new api can fill a gap. [@ShironekoBen]
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- Backends: GLFW, SDL, Win32, OSX, Allegro: Added support for ImGuiMouseCursor_NotAllowed. [@rokups]
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- Backends: GLFW: Added support for the missing mouse cursors newly added in GLFW 3.4+. [@rokups]
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- Backends: SDL: Wayland: use SDL_GetMouseState (because there is no global mouse state available
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on Wayland). (#2800, #2802) [@NeroBurner]
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- Examples: Explicitly adding -DIMGUI_IMPL_OPENGL_LOADER_GL3W to Makefile to match linking
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settings (otherwise if another loader such as Glew is accessible, the opengl3 backend might
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automatically use it). [#2919, #2798]
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@ -17,7 +17,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2019-12-17: Inputs: Use SDL_GetMouseState, because there is no global mouse state on Wayland.
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// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
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// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
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// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
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// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
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@ -61,7 +61,7 @@ static Uint64 g_Time = 0;
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static bool g_MousePressed[3] = { false, false, false };
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static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
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static char* g_ClipboardTextData = NULL;
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static bool g_VideoDriverIsWayland = false;
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static bool g_MouseCanUseGlobalState = true;
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static const char* ImGui_ImplSDL2_GetClipboardText(void*)
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{
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@ -126,9 +126,6 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window)
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{
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g_Window = window;
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// Check and store if we are on Wayland to not check on every frame.
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g_VideoDriverIsWayland = strncmp(SDL_GetCurrentVideoDriver(), "wayland", 7) == 0;
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// Setup back-end capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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@ -163,6 +160,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window)
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io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
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io.ClipboardUserData = NULL;
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// Load mouse cursors
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g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
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g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
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g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
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@ -173,6 +171,9 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window)
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g_MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
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g_MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
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// Check and store if we are on Wayland
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g_MouseCanUseGlobalState = strncmp(SDL_GetCurrentVideoDriver(), "wayland", 7) != 0;
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#ifdef _WIN32
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SDL_SysWMinfo wmInfo;
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SDL_VERSION(&wmInfo.version);
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@ -243,7 +244,7 @@ static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
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SDL_Window* focused_window = SDL_GetKeyboardFocus();
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if (g_Window == focused_window)
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{
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if (!g_VideoDriverIsWayland)
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if (g_MouseCanUseGlobalState)
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{
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// SDL_GetMouseState() gives mouse position seemingly based on the last window entered/focused(?)
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// The creation of a new windows at runtime and SDL_CaptureMouse both seems to severely mess up with that, so we retrieve that position globally.
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