From f070497cbdccbb0b50d9419d9774612531b4ee02 Mon Sep 17 00:00:00 2001 From: ocornut Date: Tue, 4 Apr 2023 19:43:51 +0200 Subject: [PATCH] Backends: Win32/SDL2/SDL3/GLFW: Added support for io.AddMouseSourceEvent(). (#2334, #2702) SDL doesn't distinguish Pen yet, but we don't need it as much as TouchScreen which will alter trickling. --- backends/imgui_impl_glfw.cpp | 48 +++++++++++++++++++++++++++++++++++ backends/imgui_impl_glfw.h | 1 + backends/imgui_impl_sdl2.cpp | 5 ++++ backends/imgui_impl_sdl2.h | 1 + backends/imgui_impl_sdl3.cpp | 11 +++++--- backends/imgui_impl_sdl3.h | 1 + backends/imgui_impl_win32.cpp | 21 +++++++++++++++ backends/imgui_impl_win32.h | 1 + docs/CHANGELOG.txt | 5 ++++ 9 files changed, 91 insertions(+), 3 deletions(-) diff --git a/backends/imgui_impl_glfw.cpp b/backends/imgui_impl_glfw.cpp index d5dcb211b..aefe9ebc0 100644 --- a/backends/imgui_impl_glfw.cpp +++ b/backends/imgui_impl_glfw.cpp @@ -5,6 +5,7 @@ // Implemented features: // [X] Platform: Clipboard support. +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only). // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). @@ -16,6 +17,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen on Windows ONLY, using a custom WndProc hook. (#2702) // 2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034) // 2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240) // 2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096) @@ -127,6 +129,9 @@ struct ImGui_ImplGlfw_Data GLFWkeyfun PrevUserCallbackKey; GLFWcharfun PrevUserCallbackChar; GLFWmonitorfun PrevUserCallbackMonitor; +#ifdef _WIN32 + WNDPROC GlfwWndProc; +#endif ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); } }; @@ -444,6 +449,35 @@ static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEven } #endif +#ifdef _WIN32 +// GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen. +// Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently. +static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo() +{ + LPARAM extra_info = ::GetMessageExtraInfo(); + if ((extra_info & 0xFFFFFF80) == 0xFF515700) + return ImGuiMouseSource_Pen; + if ((extra_info & 0xFFFFFF80) == 0xFF515780) + return ImGuiMouseSource_TouchScreen; + return ImGuiMouseSource_Mouse; +} +static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + switch (msg) + { + case WM_MOUSEMOVE: case WM_NCMOUSEMOVE: + case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP: + case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP: + case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP: + case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP: + ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo()); + break; + } + return ::CallWindowProc(bd->GlfwWndProc, hWnd, msg, wParam, lParam); +} +#endif + void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); @@ -562,6 +596,13 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw IM_UNUSED(main_viewport); #endif + // Windows: register a WndProc hook so we can intercept some messages. +#ifdef _WIN32 + bd->GlfwWndProc = (WNDPROC)::GetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC); + IM_ASSERT(bd->GlfwWndProc != NULL); + ::SetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc); +#endif + bd->ClientApi = client_api; return true; } @@ -593,6 +634,13 @@ void ImGui_ImplGlfw_Shutdown() for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) glfwDestroyCursor(bd->MouseCursors[cursor_n]); + // Windows: register a WndProc hook so we can intercept some messages. +#ifdef _WIN32 + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ::SetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->GlfwWndProc); + bd->GlfwWndProc = NULL; +#endif + io.BackendPlatformName = nullptr; io.BackendPlatformUserData = nullptr; IM_DELETE(bd); diff --git a/backends/imgui_impl_glfw.h b/backends/imgui_impl_glfw.h index f2f340598..698b0d4b8 100644 --- a/backends/imgui_impl_glfw.h +++ b/backends/imgui_impl_glfw.h @@ -4,6 +4,7 @@ // Implemented features: // [X] Platform: Clipboard support. +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only). // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). diff --git a/backends/imgui_impl_sdl2.cpp b/backends/imgui_impl_sdl2.cpp index 478c283d5..c64d96521 100644 --- a/backends/imgui_impl_sdl2.cpp +++ b/backends/imgui_impl_sdl2.cpp @@ -5,6 +5,7 @@ // Implemented features: // [X] Platform: Clipboard support. +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. @@ -17,6 +18,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702) // 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644) // 2023-02-07: Implement IME handler (io.SetPlatformImeDataFn will call SDL_SetTextInputRect()/SDL_StartTextInput()). // 2023-02-07: *BREAKING CHANGE* Renamed this backend file from imgui_impl_sdl.cpp/.h to imgui_impl_sdl2.cpp/.h in prevision for the future release of SDL3. @@ -289,6 +291,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) case SDL_MOUSEMOTION: { ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y); + io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); io.AddMousePosEvent(mouse_pos.x, mouse_pos.y); return true; } @@ -305,6 +308,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) #ifdef __EMSCRIPTEN__ wheel_x /= 100.0f; #endif + io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); io.AddMouseWheelEvent(wheel_x, wheel_y); return true; } @@ -319,6 +323,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; } if (mouse_button == -1) break; + io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN)); bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button)); return true; diff --git a/backends/imgui_impl_sdl2.h b/backends/imgui_impl_sdl2.h index 68da36a8d..8dcabac10 100644 --- a/backends/imgui_impl_sdl2.h +++ b/backends/imgui_impl_sdl2.h @@ -4,6 +4,7 @@ // Implemented features: // [X] Platform: Clipboard support. +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. diff --git a/backends/imgui_impl_sdl3.cpp b/backends/imgui_impl_sdl3.cpp index c9e6e953a..c555afb59 100644 --- a/backends/imgui_impl_sdl3.cpp +++ b/backends/imgui_impl_sdl3.cpp @@ -5,6 +5,7 @@ // Implemented features: // [X] Platform: Clipboard support. +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. @@ -18,6 +19,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702) // 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644) // 2023-02-07: Forked "imgui_impl_sdl2" into "imgui_impl_sdl3". Removed version checks for old feature. Refer to imgui_impl_sdl2.cpp for older changelog. @@ -239,6 +241,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event) case SDL_EVENT_MOUSE_MOTION: { ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y); + io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); io.AddMousePosEvent(mouse_pos.x, mouse_pos.y); return true; } @@ -250,6 +253,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event) #ifdef __EMSCRIPTEN__ wheel_x /= 100.0f; #endif + io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); io.AddMouseWheelEvent(wheel_x, wheel_y); return true; } @@ -264,6 +268,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event) if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; } if (mouse_button == -1) break; + io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); io.AddMouseButtonEvent(mouse_button, (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN)); bd->MouseButtonsDown = (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button)); return true; @@ -368,7 +373,7 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer) // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered. // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application. // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click: - // you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED) + // you can ignore SDL_EVENT_MOUSE_BUTTON_DOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED) #ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1"); #endif @@ -432,7 +437,7 @@ static void ImGui_ImplSDL3_UpdateMouseData() ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); ImGuiIO& io = ImGui::GetIO(); - // We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below) + // We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) or when focused (below) #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE // 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 SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE); @@ -447,7 +452,7 @@ static void ImGui_ImplSDL3_UpdateMouseData() if (io.WantSetMousePos) SDL_WarpMouseInWindow(bd->Window, io.MousePos.x, io.MousePos.y); - // (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured) + // (Optional) Fallback to provide mouse position when focused (SDL_EVENT_MOUSE_MOTION already provides this when hovered or captured) if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0) { // 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) diff --git a/backends/imgui_impl_sdl3.h b/backends/imgui_impl_sdl3.h index fd7e49c2b..11fe8a9cd 100644 --- a/backends/imgui_impl_sdl3.h +++ b/backends/imgui_impl_sdl3.h @@ -5,6 +5,7 @@ // Implemented features: // [X] Platform: Clipboard support. +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. diff --git a/backends/imgui_impl_win32.cpp b/backends/imgui_impl_win32.cpp index 7cc571788..ecdf910e9 100644 --- a/backends/imgui_impl_win32.cpp +++ b/backends/imgui_impl_win32.cpp @@ -3,6 +3,7 @@ // Implemented features: // [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. @@ -34,6 +35,7 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*); // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen. (#2702) // 2023-02-15: Inputs: Use WM_NCMOUSEMOVE / WM_NCMOUSELEAVE to track mouse position over non-client area (e.g. OS decorations) when app is not focused. (#6045, #6162) // 2023-02-02: Inputs: Flipping WM_MOUSEHWHEEL (horizontal mouse-wheel) value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463) // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. @@ -506,6 +508,19 @@ static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam) // Copy this line into your .cpp file to forward declare the function. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); #endif + +// See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages +// Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this. +static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo() +{ + LPARAM extra_info = ::GetMessageExtraInfo(); + if ((extra_info & 0xFFFFFF80) == 0xFF515700) + return ImGuiMouseSource_Pen; + if ((extra_info & 0xFFFFFF80) == 0xFF515780) + return ImGuiMouseSource_TouchScreen; + return ImGuiMouseSource_Mouse; +} + IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { if (ImGui::GetCurrentContext() == nullptr) @@ -520,6 +535,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA case WM_NCMOUSEMOVE: { // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events + ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo(); const int area = (msg == WM_MOUSEMOVE) ? 1 : 2; bd->MouseHwnd = hwnd; if (bd->MouseTrackedArea != area) @@ -534,6 +550,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) }; if (msg == WM_NCMOUSEMOVE && ::ScreenToClient(hwnd, &mouse_pos) == FALSE) // WM_NCMOUSEMOVE are provided in absolute coordinates. break; + io.AddMouseSourceEvent(mouse_source); io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y); break; } @@ -555,6 +572,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: { + ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo(); int button = 0; if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; } if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; } @@ -563,6 +581,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr) ::SetCapture(hwnd); bd->MouseButtonsDown |= 1 << button; + io.AddMouseSourceEvent(mouse_source); io.AddMouseButtonEvent(button, true); return 0; } @@ -571,6 +590,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA case WM_MBUTTONUP: case WM_XBUTTONUP: { + ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo(); int button = 0; if (msg == WM_LBUTTONUP) { button = 0; } if (msg == WM_RBUTTONUP) { button = 1; } @@ -579,6 +599,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA bd->MouseButtonsDown &= ~(1 << button); if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd) ::ReleaseCapture(); + io.AddMouseSourceEvent(mouse_source); io.AddMouseButtonEvent(button, false); return 0; } diff --git a/backends/imgui_impl_win32.h b/backends/imgui_impl_win32.h index b74b43878..e1d5e4a53 100644 --- a/backends/imgui_impl_win32.h +++ b/backends/imgui_impl_win32.h @@ -3,6 +3,7 @@ // Implemented features: // [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index dc8a29f3b..a676048b7 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -65,6 +65,11 @@ Other changes: - Backends: OpenGL3: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530) - Backends: OpenGL3: Properly restoring "no shader program bound" if it was the case prior to running the rendering function. (#6267, #6220, #6224) [@BrunoLevy] +- Backends: Win32: Added support for io.AddMouseSourceEvent() to discriminate Mouse/TouchScreen/Pen. (#2334, #2702) +- Backends: SDL2/SDL3: Added support for io.AddMouseSourceEvent() to discriminate Mouse/TouchScreen. + This is relying on SDL passing SDL_TOUCH_MOUSEID in the event's 'which' field. (#2334, #2702) +- Backends: GLFW: Added support on Win32 only for io.AddMouseSourceEvent() to discriminate + Mouse/TouchScreen/Pen. (#2334, #2702) - Backends: GLFW: Fixed key modifiers handling on secondary viewports. (#6248, #6034) [@aiekick] - Examples: Windows: Added 'misc/debuggers/imgui.natstepfilter' file to all Visual Studio projects, now that VS 2022 17.6 Preview 2 support adding Debug Step Filter spec files into projects.