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Backends: SDL2, SDL3: ignore events of other SDL windows. (#7853)
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29fadad193
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@ -321,6 +321,8 @@ 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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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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io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
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@ -328,6 +330,8 @@ 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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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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float wheel_x = -event->wheel.preciseX;
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@ -346,6 +350,8 @@ 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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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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if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
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@ -361,12 +367,16 @@ 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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return false;
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io.AddInputCharactersUTF8(event->text.text);
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return true;
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}
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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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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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io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));
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@ -375,6 +385,8 @@ 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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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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// - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
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@ -307,6 +307,8 @@ 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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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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io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
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@ -314,6 +316,8 @@ 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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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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float wheel_y = event->wheel.y;
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@ -327,6 +331,8 @@ 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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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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if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
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@ -342,12 +348,16 @@ 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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return false;
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io.AddInputCharactersUTF8(event->text.text);
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return true;
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}
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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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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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ImGuiKey key = ImGui_ImplSDL3_KeyEventToImGuiKey(event->key.key, event->key.scancode);
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@ -357,6 +367,8 @@ 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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return false;
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bd->MouseWindowID = event->window.windowID;
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bd->MousePendingLeaveFrame = 0;
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return true;
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@ -367,13 +379,19 @@ 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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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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return false;
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io.AddFocusEvent(false);
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return true;
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case SDL_EVENT_GAMEPAD_ADDED:
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