mirror of https://github.com/ocornut/imgui
Backends: SDL: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured + update MousePos before MouseButtons.
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@ -18,6 +18,7 @@
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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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// 2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
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// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
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// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
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// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.
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@ -233,6 +234,11 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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switch (event->type)
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{
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case SDL_MOUSEMOTION:
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{
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io.MousePos = ImVec2((float)event->motion.x, (float)event->motion.y);
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return true;
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}
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case SDL_MOUSEWHEEL:
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{
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if (event->wheel.x > 0) io.MouseWheelH += 1;
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@ -270,6 +276,8 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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}
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case SDL_WINDOWEVENT:
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{
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if (event->window.event == SDL_WINDOWEVENT_LEAVE)
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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if (event->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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@ -391,61 +399,42 @@ void ImGui_ImplSDL2_Shutdown()
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IM_DELETE(bd);
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}
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static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
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static void ImGui_ImplSDL2_UpdateMouseData()
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{
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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ImGuiIO& io = ImGui::GetIO();
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ImVec2 mouse_pos_prev = io.MousePos;
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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// We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
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#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
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// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
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SDL_CaptureMouse(bd->MouseButtonsDown != 0 ? SDL_TRUE : SDL_FALSE);
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SDL_Window* focused_window = SDL_GetKeyboardFocus();
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const bool is_app_focused = (bd->Window == focused_window);
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#else
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const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
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#endif
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if (is_app_focused)
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{
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// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
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if (io.WantSetMousePos)
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SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
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// Update mouse buttons
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int mouse_x_local, mouse_y_local;
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Uint32 mouse_buttons = SDL_GetMouseState(&mouse_x_local, &mouse_y_local);
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// (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)
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if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
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{
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int window_x, window_y, mouse_x_global, mouse_y_global;
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SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
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SDL_GetWindowPosition(focused_window, &window_x, &window_y);
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io.MousePos = ImVec2((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
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}
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}
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// Update buttons
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Uint32 mouse_buttons = SDL_GetMouseState(NULL, NULL);
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io.MouseDown[0] = bd->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.
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io.MouseDown[1] = bd->MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
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io.MouseDown[2] = bd->MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
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bd->MousePressed[0] = bd->MousePressed[1] = bd->MousePressed[2] = false;
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// Obtain focused and hovered window. We forward mouse input when focused or when hovered (and no other window is capturing)
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#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
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SDL_Window* focused_window = SDL_GetKeyboardFocus();
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SDL_Window* hovered_window = SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH ? SDL_GetMouseFocus() : NULL; // This is better but is only reliably useful with SDL 2.0.5+ and SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH.
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SDL_Window* mouse_window = NULL;
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if (hovered_window && bd->Window == hovered_window)
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mouse_window = hovered_window;
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else if (focused_window && bd->Window == focused_window)
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mouse_window = focused_window;
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// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
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SDL_CaptureMouse(bd->MouseButtonsDown != 0 ? SDL_TRUE : SDL_FALSE);
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#else
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// SDL 2.0.3 and non-windowed systems: single-viewport only
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SDL_Window* mouse_window = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) ? bd->Window : NULL;
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#endif
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if (mouse_window == NULL)
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return;
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// Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
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if (io.WantSetMousePos)
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SDL_WarpMouseInWindow(bd->Window, (int)mouse_pos_prev.x, (int)mouse_pos_prev.y);
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// Set Dear ImGui mouse position from OS position + get buttons. (this is the common behavior)
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if (bd->MouseCanUseGlobalState)
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{
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// Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
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// Unlike local position obtained earlier this will be valid when straying out of bounds.
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int mouse_x_global, mouse_y_global;
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SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
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int window_x, window_y;
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SDL_GetWindowPosition(mouse_window, &window_x, &window_y);
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io.MousePos = ImVec2((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
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}
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else
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{
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io.MousePos = ImVec2((float)mouse_x_local, (float)mouse_y_local);
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}
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}
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static void ImGui_ImplSDL2_UpdateMouseCursor()
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@ -545,10 +534,8 @@ 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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// Update key modifiers
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ImGui_ImplSDL2_UpdateKeyModifiers();
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ImGui_ImplSDL2_UpdateMousePosAndButtons();
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ImGui_ImplSDL2_UpdateMouseData();
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ImGui_ImplSDL2_UpdateMouseCursor();
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// Update game controllers (if enabled and available)
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@ -99,6 +99,7 @@ Other Changes:
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- Backends: Win32: Update mouse position using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback when focused but not hovered/captured.
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- Backends: Win32: Maintain a MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
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- Backends: SDL: Pass localized keys (matching keyboard layout). Fix e.g. CTRL+A, CTRL+Z, CTRL+Y shortcuts.
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- Backends: SDL: Update mouse position using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback when focused but not hovered/captured.
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- Backends: SDL: Maintain a MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
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- Backends: Allegro5, GLFW, GLUT, SDL, OSX, Win32, Android: Updated to use io.AddKeyEvent() with full key range. (#2625) [@thedmd]
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- Backends: OpenGL3: Fixed a buffer overflow in imgui_impl_opengl3_loader.h init (added in 1.86). (#4468, #4830) [@dymk]
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