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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.
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98ce013242
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200a8f1ea2
@ -414,8 +414,6 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
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};
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bd->VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro));
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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#if ALLEGRO_HAS_CLIPBOARD
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io.SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText;
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io.GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText;
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@ -16,6 +16,7 @@
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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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// 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().
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// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
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// 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.
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// 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().
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@ -90,6 +91,7 @@ struct ImGui_ImplGlfw_Data
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// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
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GLFWwindowfocusfun PrevUserCallbackWindowFocus;
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GLFWcursorposfun PrevUserCallbackCursorPos;
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GLFWcursorenterfun PrevUserCallbackCursorEnter;
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GLFWmousebuttonfun PrevUserCallbackMousebutton;
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GLFWscrollfun PrevUserCallbackScroll;
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@ -307,16 +309,30 @@ void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
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io.AddFocusEvent(focused != 0);
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}
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void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
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{
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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if (bd->PrevUserCallbackCursorPos != NULL && window == bd->Window)
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bd->PrevUserCallbackCursorPos(window, x, y);
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ImGuiIO& io = ImGui::GetIO();
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io.MousePos = ImVec2((float)x, (float)y);
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}
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void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
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{
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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if (bd->PrevUserCallbackCursorEnter != NULL && window == bd->Window)
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bd->PrevUserCallbackCursorEnter(window, entered);
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ImGuiIO& io = ImGui::GetIO();
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if (entered)
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bd->MouseWindow = window;
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if (!entered && bd->MouseWindow == window)
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{
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bd->MouseWindow = NULL;
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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}
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}
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void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
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@ -394,6 +410,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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bd->InstalledCallbacks = true;
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bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
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bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
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bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback);
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bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
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bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
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bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
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@ -430,6 +447,7 @@ void ImGui_ImplGlfw_Shutdown()
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{
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glfwSetWindowFocusCallback(bd->Window, bd->PrevUserCallbackWindowFocus);
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glfwSetCursorEnterCallback(bd->Window, bd->PrevUserCallbackCursorEnter);
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glfwSetCursorPosCallback(bd->Window, bd->PrevUserCallbackCursorPos);
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glfwSetMouseButtonCallback(bd->Window, bd->PrevUserCallbackMousebutton);
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glfwSetScrollCallback(bd->Window, bd->PrevUserCallbackScroll);
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glfwSetKeyCallback(bd->Window, bd->PrevUserCallbackKey);
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@ -445,40 +463,37 @@ void ImGui_ImplGlfw_Shutdown()
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IM_DELETE(bd);
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}
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static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
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static void ImGui_ImplGlfw_UpdateMouseData()
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{
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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ImGuiIO& io = ImGui::GetIO();
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const ImVec2 mouse_pos_prev = io.MousePos;
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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#ifdef __EMSCRIPTEN__
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const bool is_app_focused = true;
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#else
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const bool is_app_focused = glfwGetWindowAttrib(bd->Window, GLFW_FOCUSED) != 0;
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#endif
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if (is_app_focused)
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{
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// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
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if (io.WantSetMousePos)
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glfwSetCursorPos(bd->Window, (double)io.MousePos.x, (double)io.MousePos.y);
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// Update mouse buttons
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// (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)
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// (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)
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if (is_app_focused && bd->MouseWindow == NULL)
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{
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double mouse_x, mouse_y;
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glfwGetCursorPos(bd->Window, &mouse_x, &mouse_y);
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io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
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}
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}
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// Update buttons
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for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
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{
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io.MouseDown[i] = bd->MouseJustPressed[i] || glfwGetMouseButton(bd->Window, i) != 0;
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bd->MouseJustPressed[i] = false;
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}
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#ifdef __EMSCRIPTEN__
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const bool focused = true;
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#else
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const bool focused = glfwGetWindowAttrib(bd->Window, GLFW_FOCUSED) != 0;
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#endif
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GLFWwindow* mouse_window = (bd->MouseWindow == bd->Window || focused) ? bd->Window : NULL;
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// Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
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if (io.WantSetMousePos && focused)
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glfwSetCursorPos(bd->Window, (double)mouse_pos_prev.x, (double)mouse_pos_prev.y);
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// Set Dear ImGui mouse position from OS position
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if (mouse_window != NULL)
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{
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double mouse_x, mouse_y;
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glfwGetCursorPos(mouse_window, &mouse_x, &mouse_y);
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io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
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}
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}
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static void ImGui_ImplGlfw_UpdateMouseCursor()
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@ -572,10 +587,8 @@ void ImGui_ImplGlfw_NewFrame()
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io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
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bd->Time = current_time;
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// Update key modifiers
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ImGui_ImplGlfw_UpdateKeyModifiers();
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ImGui_ImplGlfw_UpdateMousePosAndButtons();
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ImGui_ImplGlfw_UpdateMouseData();
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ImGui_ImplGlfw_UpdateMouseCursor();
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// Update game controllers (if enabled and available)
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@ -32,8 +32,9 @@ IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
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// GLFW callbacks
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// - When calling Init with 'install_callbacks=true': GLFW callbacks will be installed for you. They will call user's previously installed callbacks, if any.
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// - 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.
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IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused);
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IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered);
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IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84
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IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84
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IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87
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IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
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IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
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IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
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@ -66,6 +66,10 @@ Breaking Changes:
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- io.AddKeyEvent() will later be turned into a trickling IO queue (for all inputs) to handle very low framerate better. (#2525, #2787, #3383)
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- io.SetKeyEventNativeData() include native keycode/scancode which will later be exposed. (#3141, #2959)
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- Renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum. (#2625)
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- Backends: GLFW: backend now uses glfwSetCursorPosCallback().
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- If calling ImGui_ImplGlfw_InitXXX with install_callbacks=true: nothing to do. is already done for you.
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- If calling ImGui_ImplGlfw_InitXXX with install_callbacks=false: you WILL NEED to register the GLFW callback
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using glfwSetCursorPosCallback() and forward it to the backend function ImGui_ImplGlfw_CursorPosCallback().
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- Commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
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- ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen()
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- ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x
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@ -96,6 +100,7 @@ Other Changes:
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- Backends: GLFW: Pass localized keys (matching keyboard layout). Fix e.g. CTRL+A, CTRL+Z, CTRL+Y shortcuts.
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We are now converting GLFW untranslated keycodes back to translated keycodes in order to match the behavior of every
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other backend, and facilitate the use of GLFW with lettered-shortcuts API. (#456, #2625)
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- Backends: GLFW: Update mouse position using glfwSetCursorPosCallback() + fallback when focused but not hovered/captured.
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- Backends: Win32: Update mouse position using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback when focused but not hovered/captured.
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- Backends: Win32: Maintain a MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
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- Backends: SDL: Pass localized keys (matching keyboard layout). Fix e.g. CTRL+A, CTRL+Z, CTRL+Y shortcuts.
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