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Backends: SDL3: Fix macOS mouse position incorrect for fullscreen apps
This commit fixes an issue with macOS on devices with a notch. SDL3 no longer provides a client area that encompasses the notch, so any reporting of the mouse location must factor this in for fullscreen SDL3 apps on macOS. SDL3 developers suggested using SDL_GetMouseState() to retrieve the correct location until they can find a solution for rendering into the notch area.
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@ -582,6 +582,21 @@ static void ImGui_ImplSDL3_UpdateMouseData()
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float mouse_x_global, mouse_y_global;
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float mouse_x_global, mouse_y_global;
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int window_x, window_y;
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int window_x, window_y;
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SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
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SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
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#if defined(SDL_PLATFORM_MACOS)
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// On macOS SDL3 no longer renders fullscreen windows into the notch area
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// on devices with such hardware, but will still report the global mouse state relative
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// to the entire display.
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// This results in incorrect mouse location data, as the mouse should be reported
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// relative to the drawable client area.
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// To resolve this issue, SDL_GetMouseState() can be used.
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uint32_t window_flags = SDL_GetWindowFlags(bd->Window);
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if (window_flags & SDL_WINDOW_FULLSCREEN)
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{
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SDL_GetMouseState(&mouse_x_global, &mouse_y_global);
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}
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#endif
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SDL_GetWindowPosition(focused_window, &window_x, &window_y);
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SDL_GetWindowPosition(focused_window, &window_x, &window_y);
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io.AddMousePosEvent(mouse_x_global - window_x, mouse_y_global - window_y);
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io.AddMousePosEvent(mouse_x_global - window_x, mouse_y_global - window_y);
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}
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}
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