Backends: GLFW: Update mouse inputs using glfwSetCursorPosCallback() (breaking) + fallback to provide it when focused but not hovered/captured + update MousePos before MouseButtons.

+ Allegro5 remove unnecessary clear.
docking
ocornut 3 years ago
parent 98ce013242
commit 200a8f1ea2

@ -414,8 +414,6 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
}; };
bd->VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro)); bd->VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro));
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
#if ALLEGRO_HAS_CLIPBOARD #if ALLEGRO_HAS_CLIPBOARD
io.SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText; io.SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText; io.GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText;

@ -16,6 +16,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback().
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
// 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API. // 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API.
// 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback(). // 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback().
@ -90,6 +91,7 @@ struct ImGui_ImplGlfw_Data
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
GLFWwindowfocusfun PrevUserCallbackWindowFocus; GLFWwindowfocusfun PrevUserCallbackWindowFocus;
GLFWcursorposfun PrevUserCallbackCursorPos;
GLFWcursorenterfun PrevUserCallbackCursorEnter; GLFWcursorenterfun PrevUserCallbackCursorEnter;
GLFWmousebuttonfun PrevUserCallbackMousebutton; GLFWmousebuttonfun PrevUserCallbackMousebutton;
GLFWscrollfun PrevUserCallbackScroll; GLFWscrollfun PrevUserCallbackScroll;
@ -307,16 +309,30 @@ void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
io.AddFocusEvent(focused != 0); io.AddFocusEvent(focused != 0);
} }
void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackCursorPos != NULL && window == bd->Window)
bd->PrevUserCallbackCursorPos(window, x, y);
ImGuiIO& io = ImGui::GetIO();
io.MousePos = ImVec2((float)x, (float)y);
}
void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered) void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
{ {
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackCursorEnter != NULL && window == bd->Window) if (bd->PrevUserCallbackCursorEnter != NULL && window == bd->Window)
bd->PrevUserCallbackCursorEnter(window, entered); bd->PrevUserCallbackCursorEnter(window, entered);
ImGuiIO& io = ImGui::GetIO();
if (entered) if (entered)
bd->MouseWindow = window; bd->MouseWindow = window;
if (!entered && bd->MouseWindow == window) if (!entered && bd->MouseWindow == window)
{
bd->MouseWindow = NULL; bd->MouseWindow = NULL;
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
}
} }
void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
@ -394,6 +410,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
bd->InstalledCallbacks = true; bd->InstalledCallbacks = true;
bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback); bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback); bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback);
bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
@ -430,6 +447,7 @@ void ImGui_ImplGlfw_Shutdown()
{ {
glfwSetWindowFocusCallback(bd->Window, bd->PrevUserCallbackWindowFocus); glfwSetWindowFocusCallback(bd->Window, bd->PrevUserCallbackWindowFocus);
glfwSetCursorEnterCallback(bd->Window, bd->PrevUserCallbackCursorEnter); glfwSetCursorEnterCallback(bd->Window, bd->PrevUserCallbackCursorEnter);
glfwSetCursorPosCallback(bd->Window, bd->PrevUserCallbackCursorPos);
glfwSetMouseButtonCallback(bd->Window, bd->PrevUserCallbackMousebutton); glfwSetMouseButtonCallback(bd->Window, bd->PrevUserCallbackMousebutton);
glfwSetScrollCallback(bd->Window, bd->PrevUserCallbackScroll); glfwSetScrollCallback(bd->Window, bd->PrevUserCallbackScroll);
glfwSetKeyCallback(bd->Window, bd->PrevUserCallbackKey); glfwSetKeyCallback(bd->Window, bd->PrevUserCallbackKey);
@ -445,39 +463,36 @@ void ImGui_ImplGlfw_Shutdown()
IM_DELETE(bd); IM_DELETE(bd);
} }
static void ImGui_ImplGlfw_UpdateMousePosAndButtons() static void ImGui_ImplGlfw_UpdateMouseData()
{ {
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
const ImVec2 mouse_pos_prev = io.MousePos;
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
// Update mouse buttons
// (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)
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
{
io.MouseDown[i] = bd->MouseJustPressed[i] || glfwGetMouseButton(bd->Window, i) != 0;
bd->MouseJustPressed[i] = false;
}
#ifdef __EMSCRIPTEN__ #ifdef __EMSCRIPTEN__
const bool focused = true; const bool is_app_focused = true;
#else #else
const bool focused = glfwGetWindowAttrib(bd->Window, GLFW_FOCUSED) != 0; const bool is_app_focused = glfwGetWindowAttrib(bd->Window, GLFW_FOCUSED) != 0;
#endif #endif
GLFWwindow* mouse_window = (bd->MouseWindow == bd->Window || focused) ? bd->Window : NULL; if (is_app_focused)
{
// Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
if (io.WantSetMousePos && focused) if (io.WantSetMousePos)
glfwSetCursorPos(bd->Window, (double)mouse_pos_prev.x, (double)mouse_pos_prev.y); glfwSetCursorPos(bd->Window, (double)io.MousePos.x, (double)io.MousePos.y);
// (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)
if (is_app_focused && bd->MouseWindow == NULL)
{
double mouse_x, mouse_y;
glfwGetCursorPos(bd->Window, &mouse_x, &mouse_y);
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
}
}
// Set Dear ImGui mouse position from OS position // Update buttons
if (mouse_window != NULL) for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
{ {
double mouse_x, mouse_y; io.MouseDown[i] = bd->MouseJustPressed[i] || glfwGetMouseButton(bd->Window, i) != 0;
glfwGetCursorPos(mouse_window, &mouse_x, &mouse_y); bd->MouseJustPressed[i] = false;
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
} }
} }
@ -572,10 +587,8 @@ void ImGui_ImplGlfw_NewFrame()
io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f); io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
bd->Time = current_time; bd->Time = current_time;
// Update key modifiers
ImGui_ImplGlfw_UpdateKeyModifiers(); ImGui_ImplGlfw_UpdateKeyModifiers();
ImGui_ImplGlfw_UpdateMouseData();
ImGui_ImplGlfw_UpdateMousePosAndButtons();
ImGui_ImplGlfw_UpdateMouseCursor(); ImGui_ImplGlfw_UpdateMouseCursor();
// Update game controllers (if enabled and available) // Update game controllers (if enabled and available)

@ -32,8 +32,9 @@ IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
// GLFW callbacks // GLFW callbacks
// - When calling Init with 'install_callbacks=true': GLFW callbacks will be installed for you. They will call user's previously installed callbacks, if any. // - When calling Init with 'install_callbacks=true': GLFW callbacks will be installed for you. They will call user's previously installed callbacks, if any.
// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call those function yourself from your own GLFW callbacks. // - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call those function yourself from your own GLFW callbacks.
IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87
IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);

@ -66,6 +66,10 @@ Breaking Changes:
- io.AddKeyEvent() will later be turned into a trickling IO queue (for all inputs) to handle very low framerate better. (#2525, #2787, #3383) - io.AddKeyEvent() will later be turned into a trickling IO queue (for all inputs) to handle very low framerate better. (#2525, #2787, #3383)
- io.SetKeyEventNativeData() include native keycode/scancode which will later be exposed. (#3141, #2959) - io.SetKeyEventNativeData() include native keycode/scancode which will later be exposed. (#3141, #2959)
- Renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum. (#2625) - Renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum. (#2625)
- Backends: GLFW: backend now uses glfwSetCursorPosCallback().
- If calling ImGui_ImplGlfw_InitXXX with install_callbacks=true: nothing to do. is already done for you.
- If calling ImGui_ImplGlfw_InitXXX with install_callbacks=false: you WILL NEED to register the GLFW callback
using glfwSetCursorPosCallback() and forward it to the backend function ImGui_ImplGlfw_CursorPosCallback().
- Commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019) - Commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
- ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen() - ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen()
- ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x
@ -96,6 +100,7 @@ Other Changes:
- Backends: GLFW: Pass localized keys (matching keyboard layout). Fix e.g. CTRL+A, CTRL+Z, CTRL+Y shortcuts. - Backends: GLFW: Pass localized keys (matching keyboard layout). Fix e.g. CTRL+A, CTRL+Z, CTRL+Y shortcuts.
We are now converting GLFW untranslated keycodes back to translated keycodes in order to match the behavior of every We are now converting GLFW untranslated keycodes back to translated keycodes in order to match the behavior of every
other backend, and facilitate the use of GLFW with lettered-shortcuts API. (#456, #2625) other backend, and facilitate the use of GLFW with lettered-shortcuts API. (#456, #2625)
- Backends: GLFW: Update mouse position using glfwSetCursorPosCallback() + fallback when focused but not hovered/captured.
- Backends: Win32: Update mouse position using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback when focused but not hovered/captured. - Backends: Win32: Update mouse position using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback when focused but not hovered/captured.
- Backends: Win32: Maintain a MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. - Backends: Win32: Maintain a MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
- Backends: SDL: Pass localized keys (matching keyboard layout). Fix e.g. CTRL+A, CTRL+Z, CTRL+Y shortcuts. - Backends: SDL: Pass localized keys (matching keyboard layout). Fix e.g. CTRL+A, CTRL+Z, CTRL+Y shortcuts.

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