parent
63332d152a
commit
ffb6e89f30
@ -43,6 +43,7 @@
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static Uint64 g_Time = 0;
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static bool g_MousePressed[3] = { false, false, false };
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static GLuint g_FontTexture = 0;
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static SDL_Cursor *g_SdlCursorMap[ImGuiMouseCursor_Count_];
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// OpenGL2 Render function.
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// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
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@ -250,6 +251,14 @@ bool ImGui_ImplSdlGL2_Init(SDL_Window* window)
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io.GetClipboardTextFn = ImGui_ImplSdlGL2_GetClipboardText;
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io.ClipboardUserData = NULL;
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g_SdlCursorMap[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
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g_SdlCursorMap[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
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g_SdlCursorMap[ImGuiMouseCursor_Move] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
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g_SdlCursorMap[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
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g_SdlCursorMap[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
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g_SdlCursorMap[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
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g_SdlCursorMap[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
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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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@ -265,6 +274,9 @@ bool ImGui_ImplSdlGL2_Init(SDL_Window* window)
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void ImGui_ImplSdlGL2_Shutdown()
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{
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ImGui_ImplSdlGL2_InvalidateDeviceObjects();
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for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_Count_; cursor_n++)
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SDL_FreeCursor(g_SdlCursorMap[cursor_n]);
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}
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void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window)
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@ -314,7 +326,14 @@ void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window)
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#endif
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// Hide OS mouse cursor if ImGui is drawing it
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SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1);
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if (io.MouseDrawCursor)
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SDL_ShowCursor(0);
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else
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{
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SDL_Cursor *cursor = g_SdlCursorMap[ImGui::GetMouseCursor()];
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SDL_SetCursor(cursor);
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SDL_ShowCursor(1);
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}
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// 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.
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ImGui::NewFrame();
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@ -45,6 +45,7 @@ static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
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static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
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static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
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static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
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static SDL_Cursor *g_SdlCursorMap[ImGuiMouseCursor_Count_];
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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// 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.
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@ -364,6 +365,14 @@ bool ImGui_ImplSdlGL3_Init(SDL_Window* window)
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io.GetClipboardTextFn = ImGui_ImplSdlGL3_GetClipboardText;
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io.ClipboardUserData = NULL;
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g_SdlCursorMap[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
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g_SdlCursorMap[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
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g_SdlCursorMap[ImGuiMouseCursor_Move] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
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g_SdlCursorMap[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
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g_SdlCursorMap[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
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g_SdlCursorMap[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
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g_SdlCursorMap[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
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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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@ -379,6 +388,9 @@ bool ImGui_ImplSdlGL3_Init(SDL_Window* window)
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void ImGui_ImplSdlGL3_Shutdown()
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{
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ImGui_ImplSdlGL3_InvalidateDeviceObjects();
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for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_Count_; cursor_n++)
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SDL_FreeCursor(g_SdlCursorMap[cursor_n]);
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}
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void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window)
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@ -428,7 +440,14 @@ void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window)
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#endif
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// Hide OS mouse cursor if ImGui is drawing it
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SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1);
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if (io.MouseDrawCursor)
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SDL_ShowCursor(0);
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else
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{
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SDL_Cursor *cursor = g_SdlCursorMap[ImGui::GetMouseCursor()];
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SDL_SetCursor(cursor);
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SDL_ShowCursor(1);
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}
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// 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.
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ImGui::NewFrame();
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