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Backends: SDL2, SDL3: ignore events of other SDL windows, amends + wrapping into a function as it'll be convenient for multi-viewport check. (#7853)
+ Misc typo fix.
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@ -21,6 +21,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2024-08-19: ImGui_ImplSDL2_ProcessEvent() now ignores events intended for other SDL windows. (#7853)
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// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.
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// 2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library.
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// 2024-02-14: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadMode().
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@ -110,6 +111,7 @@
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struct ImGui_ImplSDL2_Data
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{
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SDL_Window* Window;
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Uint32 WindowID;
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SDL_Renderer* Renderer;
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Uint64 Time;
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char* ClipboardTextData;
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@ -306,6 +308,12 @@ static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
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io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0);
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}
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static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id)
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{
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : NULL;
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}
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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@ -321,7 +329,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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{
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case SDL_MOUSEMOTION:
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{
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if (event->motion.windowID != SDL_GetWindowID(bd->Window))
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if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == NULL)
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return false;
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ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
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io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
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@ -330,7 +338,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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}
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case SDL_MOUSEWHEEL:
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{
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if (event->wheel.windowID != SDL_GetWindowID(bd->Window))
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if (ImGui_ImplSDL2_GetViewportForWindowID(event->wheel.windowID) == NULL)
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return false;
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//IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
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#if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten!
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@ -350,7 +358,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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case SDL_MOUSEBUTTONDOWN:
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case SDL_MOUSEBUTTONUP:
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{
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if (event->button.windowID != SDL_GetWindowID(bd->Window))
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if (ImGui_ImplSDL2_GetViewportForWindowID(event->button.windowID) == NULL)
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return false;
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int mouse_button = -1;
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if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
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@ -367,7 +375,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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}
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case SDL_TEXTINPUT:
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{
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if (event->text.windowID != SDL_GetWindowID(bd->Window))
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if (ImGui_ImplSDL2_GetViewportForWindowID(event->text.windowID) == NULL)
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return false;
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io.AddInputCharactersUTF8(event->text.text);
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return true;
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@ -375,7 +383,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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case SDL_KEYDOWN:
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case SDL_KEYUP:
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{
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if (event->key.windowID != SDL_GetWindowID(bd->Window))
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if (ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID) == NULL)
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return false;
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ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
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ImGuiKey key = ImGui_ImplSDL2_KeyEventToImGuiKey(event->key.keysym.sym, event->key.keysym.scancode);
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@ -385,7 +393,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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}
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case SDL_WINDOWEVENT:
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{
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if (event->window.windowID != SDL_GetWindowID(bd->Window))
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if (ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID) == NULL)
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return false;
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// - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.
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// - However we won't get a correct LEAVE event for a captured window.
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@ -445,6 +453,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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bd->Window = window;
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bd->WindowID = SDL_GetWindowID(window);
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bd->Renderer = renderer;
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bd->MouseCanUseGlobalState = mouse_can_use_global_state;
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@ -21,6 +21,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2024-08-19: ImGui_ImplSDL3_ProcessEvent() now ignores events intended for other SDL windows. (#7853)
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// 2024-07-22: Update for SDL3 api changes: SDL_GetGamepads() memory ownership change. (#7807)
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// 2024-07-18: Update for SDL3 api changes: SDL_GetClipboardText() memory ownership change. (#7801)
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// 2024-07-15: Update for SDL3 api changes: SDL_GetProperty() change to SDL_GetPointerProperty(). (#7794)
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@ -80,6 +81,7 @@
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struct ImGui_ImplSDL3_Data
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{
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SDL_Window* Window;
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SDL_WindowID WindowID;
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SDL_Renderer* Renderer;
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Uint64 Time;
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char* ClipboardTextData;
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@ -292,6 +294,13 @@ static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
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io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_KMOD_GUI) != 0);
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}
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static ImGuiViewport* ImGui_ImplSDL3_GetViewportForWindowID(SDL_WindowID window_id)
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{
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ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
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return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : NULL;
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}
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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@ -307,7 +316,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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{
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case SDL_EVENT_MOUSE_MOTION:
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{
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if (event->motion.windowID != SDL_GetWindowID(bd->Window))
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->motion.windowID) == NULL)
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return false;
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ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
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io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
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@ -316,7 +325,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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}
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case SDL_EVENT_MOUSE_WHEEL:
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{
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if (event->wheel.windowID != SDL_GetWindowID(bd->Window))
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->wheel.windowID) == NULL)
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return false;
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//IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
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float wheel_x = -event->wheel.x;
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@ -331,7 +340,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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case SDL_EVENT_MOUSE_BUTTON_DOWN:
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case SDL_EVENT_MOUSE_BUTTON_UP:
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{
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if (event->button.windowID != SDL_GetWindowID(bd->Window))
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->button.windowID) == NULL)
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return false;
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int mouse_button = -1;
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if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
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@ -348,7 +357,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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}
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case SDL_EVENT_TEXT_INPUT:
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{
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if (event->text.windowID != SDL_GetWindowID(bd->Window))
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->text.windowID) == NULL)
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return false;
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io.AddInputCharactersUTF8(event->text.text);
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return true;
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@ -356,7 +365,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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case SDL_EVENT_KEY_DOWN:
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case SDL_EVENT_KEY_UP:
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{
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if (event->key.windowID != SDL_GetWindowID(bd->Window))
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID) == NULL)
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return false;
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//IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%d: key=%d, scancode=%d, mod=%X\n", (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP", event->key.key, event->key.scancode, event->key.mod);
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ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.mod);
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@ -367,7 +376,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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}
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case SDL_EVENT_WINDOW_MOUSE_ENTER:
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{
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if (event->window.windowID != SDL_GetWindowID(bd->Window))
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL)
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return false;
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bd->MouseWindowID = event->window.windowID;
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bd->MousePendingLeaveFrame = 0;
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@ -379,21 +388,19 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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// FIXME: Unconfirmed whether this is still needed with SDL3.
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case SDL_EVENT_WINDOW_MOUSE_LEAVE:
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{
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if (event->window.windowID != SDL_GetWindowID(bd->Window))
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL)
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return false;
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bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1;
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return true;
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}
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case SDL_EVENT_WINDOW_FOCUS_GAINED:
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if (event->window.windowID != SDL_GetWindowID(bd->Window))
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return false;
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io.AddFocusEvent(true);
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return true;
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case SDL_EVENT_WINDOW_FOCUS_LOST:
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if (event->window.windowID != SDL_GetWindowID(bd->Window))
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{
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL)
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return false;
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io.AddFocusEvent(false);
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io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED);
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return true;
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}
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case SDL_EVENT_GAMEPAD_ADDED:
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case SDL_EVENT_GAMEPAD_REMOVED:
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{
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@ -441,6 +448,7 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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bd->Window = window;
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bd->WindowID = SDL_GetWindowID(window);
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bd->Renderer = renderer;
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bd->MouseCanUseGlobalState = mouse_can_use_global_state;
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@ -50,6 +50,7 @@ Other changes:
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- TextLink(), TextLinkOpenURL(): change mouse cursor to Hand shape when hovered. (#7885, #7660)
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- Backends: GLFW: added ImGui_ImplGlfw_Sleep() helper function because GLFW does not
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provide a way to do a portable sleep. (#7844)
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- Backends: SDL2, SDL3: ignore events of other SDL windows. (#7853) [@madebr, @ocornut]
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- Examples: GLFW (all), SDL2 (all), SDL3 (all), Win32+OpenGL3: rework examples main loop
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to handle minimization without burning CPU or GPU by running unthrottled code. (#7844)
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2
imgui.h
2
imgui.h
@ -3385,7 +3385,7 @@ struct ImFontAtlas
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struct ImFont
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{
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// Members: Hot ~20/24 bytes (for CalcTextSize)
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ImVector<float> IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI).
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ImVector<float> IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this info, and are often bottleneck in large UI).
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float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX
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float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading)
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