Examples: SDL: Minor stylistic tweaks. Fixed handling of ImGuiMouseCursor_None so it doesn't underflow array. Fixed harmless uninitialized pointer. (#1626)

docking
omar 7 years ago
parent 7c75835200
commit 03a44acf6f

@ -19,6 +19,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL2_RenderDrawData() in the .h file so you can call it yourself.
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
@ -43,7 +44,7 @@
static Uint64 g_Time = 0;
static bool g_MousePressed[3] = { false, false, false };
static GLuint g_FontTexture = 0;
static SDL_Cursor *g_SdlCursorMap[ImGuiMouseCursor_Count_];
static SDL_Cursor* g_SdlCursors[ImGuiMouseCursor_Count_] = { 0 };
// OpenGL2 Render function.
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
@ -251,13 +252,13 @@ bool ImGui_ImplSdlGL2_Init(SDL_Window* window)
io.GetClipboardTextFn = ImGui_ImplSdlGL2_GetClipboardText;
io.ClipboardUserData = NULL;
g_SdlCursorMap[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
g_SdlCursorMap[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
g_SdlCursorMap[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
g_SdlCursorMap[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
g_SdlCursorMap[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
g_SdlCursorMap[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
g_SdlCursorMap[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
g_SdlCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
g_SdlCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
g_SdlCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
g_SdlCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
g_SdlCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
g_SdlCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
g_SdlCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
#ifdef _WIN32
SDL_SysWMinfo wmInfo;
@ -276,7 +277,7 @@ void ImGui_ImplSdlGL2_Shutdown()
ImGui_ImplSdlGL2_InvalidateDeviceObjects();
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_Count_; cursor_n++)
SDL_FreeCursor(g_SdlCursorMap[cursor_n]);
SDL_FreeCursor(g_SdlCursors[cursor_n]);
}
void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window)
@ -326,12 +327,14 @@ void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window)
#endif
// Hide OS mouse cursor if ImGui is drawing it
if (io.MouseDrawCursor)
ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
{
SDL_ShowCursor(0);
}
else
{
SDL_Cursor *cursor = g_SdlCursorMap[ImGui::GetMouseCursor()];
SDL_SetCursor(cursor);
SDL_SetCursor(g_SdlCursors[cursor]);
SDL_ShowCursor(1);
}

@ -12,6 +12,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
@ -45,7 +46,7 @@ static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
static SDL_Cursor *g_SdlCursorMap[ImGuiMouseCursor_Count_];
static SDL_Cursor* g_SdlCursors[ImGuiMouseCursor_Count_] = { 0 };
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// 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.
@ -365,13 +366,13 @@ bool ImGui_ImplSdlGL3_Init(SDL_Window* window)
io.GetClipboardTextFn = ImGui_ImplSdlGL3_GetClipboardText;
io.ClipboardUserData = NULL;
g_SdlCursorMap[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
g_SdlCursorMap[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
g_SdlCursorMap[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
g_SdlCursorMap[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
g_SdlCursorMap[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
g_SdlCursorMap[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
g_SdlCursorMap[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
g_SdlCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
g_SdlCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
g_SdlCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
g_SdlCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
g_SdlCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
g_SdlCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
g_SdlCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
#ifdef _WIN32
SDL_SysWMinfo wmInfo;
@ -390,7 +391,7 @@ void ImGui_ImplSdlGL3_Shutdown()
ImGui_ImplSdlGL3_InvalidateDeviceObjects();
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_Count_; cursor_n++)
SDL_FreeCursor(g_SdlCursorMap[cursor_n]);
SDL_FreeCursor(g_SdlCursors[cursor_n]);
}
void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window)
@ -440,12 +441,14 @@ void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window)
#endif
// Hide OS mouse cursor if ImGui is drawing it
if (io.MouseDrawCursor)
ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
{
SDL_ShowCursor(0);
}
else
{
SDL_Cursor *cursor = g_SdlCursorMap[ImGui::GetMouseCursor()];
SDL_SetCursor(cursor);
SDL_SetCursor(g_SdlCursors[cursor]);
SDL_ShowCursor(1);
}

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