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.

docking
ocornut 3 years ago
parent bf4de2a46b
commit 98ce013242

@ -18,6 +18,7 @@
// 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: 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.
// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. // 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
// 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.
// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST. // 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.
@ -233,6 +234,11 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
switch (event->type) switch (event->type)
{ {
case SDL_MOUSEMOTION:
{
io.MousePos = ImVec2((float)event->motion.x, (float)event->motion.y);
return true;
}
case SDL_MOUSEWHEEL: case SDL_MOUSEWHEEL:
{ {
if (event->wheel.x > 0) io.MouseWheelH += 1; if (event->wheel.x > 0) io.MouseWheelH += 1;
@ -270,6 +276,8 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
} }
case SDL_WINDOWEVENT: case SDL_WINDOWEVENT:
{ {
if (event->window.event == SDL_WINDOWEVENT_LEAVE)
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
if (event->window.event == SDL_WINDOWEVENT_FOCUS_GAINED) if (event->window.event == SDL_WINDOWEVENT_FOCUS_GAINED)
io.AddFocusEvent(true); io.AddFocusEvent(true);
else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST) else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
@ -391,61 +399,42 @@ void ImGui_ImplSDL2_Shutdown()
IM_DELETE(bd); IM_DELETE(bd);
} }
static void ImGui_ImplSDL2_UpdateMousePosAndButtons() static void ImGui_ImplSDL2_UpdateMouseData()
{ {
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImVec2 mouse_pos_prev = io.MousePos; // We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
// Update mouse buttons
int mouse_x_local, mouse_y_local;
Uint32 mouse_buttons = SDL_GetMouseState(&mouse_x_local, &mouse_y_local);
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.
io.MouseDown[1] = bd->MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
io.MouseDown[2] = bd->MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
bd->MousePressed[0] = bd->MousePressed[1] = bd->MousePressed[2] = false;
// Obtain focused and hovered window. We forward mouse input when focused or when hovered (and no other window is capturing)
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
SDL_Window* focused_window = SDL_GetKeyboardFocus();
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.
SDL_Window* mouse_window = NULL;
if (hovered_window && bd->Window == hovered_window)
mouse_window = hovered_window;
else if (focused_window && bd->Window == focused_window)
mouse_window = focused_window;
// 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() 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); SDL_CaptureMouse(bd->MouseButtonsDown != 0 ? SDL_TRUE : SDL_FALSE);
SDL_Window* focused_window = SDL_GetKeyboardFocus();
const bool is_app_focused = (bd->Window == focused_window);
#else #else
// SDL 2.0.3 and non-windowed systems: single-viewport only 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
SDL_Window* mouse_window = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) ? bd->Window : NULL;
#endif #endif
if (is_app_focused)
if (mouse_window == NULL)
return;
// Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
if (io.WantSetMousePos)
SDL_WarpMouseInWindow(bd->Window, (int)mouse_pos_prev.x, (int)mouse_pos_prev.y);
// Set Dear ImGui mouse position from OS position + get buttons. (this is the common behavior)
if (bd->MouseCanUseGlobalState)
{
// 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)
// Unlike local position obtained earlier this will be valid when straying out of bounds.
int mouse_x_global, mouse_y_global;
SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
int window_x, window_y;
SDL_GetWindowPosition(mouse_window, &window_x, &window_y);
io.MousePos = ImVec2((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
}
else
{ {
io.MousePos = ImVec2((float)mouse_x_local, (float)mouse_y_local); // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
if (io.WantSetMousePos)
SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
// (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)
if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
{
int window_x, window_y, mouse_x_global, mouse_y_global;
SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
SDL_GetWindowPosition(focused_window, &window_x, &window_y);
io.MousePos = ImVec2((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
}
} }
// Update buttons
Uint32 mouse_buttons = SDL_GetMouseState(NULL, NULL);
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.
io.MouseDown[1] = bd->MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
io.MouseDown[2] = bd->MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
bd->MousePressed[0] = bd->MousePressed[1] = bd->MousePressed[2] = false;
} }
static void ImGui_ImplSDL2_UpdateMouseCursor() static void ImGui_ImplSDL2_UpdateMouseCursor()
@ -545,10 +534,8 @@ void ImGui_ImplSDL2_NewFrame()
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f); io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
bd->Time = current_time; bd->Time = current_time;
// Update key modifiers
ImGui_ImplSDL2_UpdateKeyModifiers(); ImGui_ImplSDL2_UpdateKeyModifiers();
ImGui_ImplSDL2_UpdateMouseData();
ImGui_ImplSDL2_UpdateMousePosAndButtons();
ImGui_ImplSDL2_UpdateMouseCursor(); ImGui_ImplSDL2_UpdateMouseCursor();
// Update game controllers (if enabled and available) // Update game controllers (if enabled and available)

@ -99,6 +99,7 @@ Other Changes:
- 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.
- Backends: SDL: Update mouse position using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback when focused but not hovered/captured.
- Backends: SDL: Maintain a MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. - Backends: SDL: Maintain a MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
- Backends: Allegro5, GLFW, GLUT, SDL, OSX, Win32, Android: Updated to use io.AddKeyEvent() with full key range. (#2625) [@thedmd] - Backends: Allegro5, GLFW, GLUT, SDL, OSX, Win32, Android: Updated to use io.AddKeyEvent() with full key range. (#2625) [@thedmd]
- Backends: OpenGL3: Fixed a buffer overflow in imgui_impl_opengl3_loader.h init (added in 1.86). (#4468, #4830) [@dymk] - Backends: OpenGL3: Fixed a buffer overflow in imgui_impl_opengl3_loader.h init (added in 1.86). (#4468, #4830) [@dymk]

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