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Backends: GLFW: enable ImGuiBackendFlags_HasMouseHoveredViewport support with GLFW 3.3.x. (#7316)
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@ -581,7 +581,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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#ifndef __EMSCRIPTEN__
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io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
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#endif
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#if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32))
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#if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED
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io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
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#endif
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@ -748,7 +748,8 @@ static void ImGui_ImplGlfw_UpdateMouseData()
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// (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
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// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
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// - [X] GLFW >= 3.3 backend ON WINDOWS ONLY does correctly ignore viewports with the _NoInputs flag.
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// - [X] GLFW >= 3.3 backend ON WINDOWS ONLY does correctly ignore viewports with the _NoInputs flag (since we implement hit via our WndProc hook)
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// On other platforms we rely on the library fallbacking to its own search when reporting a viewport with _NoInputs flag.
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// - [!] GLFW <= 3.2 backend CANNOT correctly ignore viewports with the _NoInputs flag, and CANNOT reported Hovered Viewport because of mouse capture.
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// Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
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// for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
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@ -756,12 +757,12 @@ static void ImGui_ImplGlfw_UpdateMouseData()
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// - [X] GLFW backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
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// FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems.
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// See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature.
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#if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32))
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const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0;
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#if GLFW_HAS_MOUSE_PASSTHROUGH
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const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0;
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glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, window_no_input);
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#endif
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if (glfwGetWindowAttrib(window, GLFW_HOVERED) && !window_no_input)
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#if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED
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if (glfwGetWindowAttrib(window, GLFW_HOVERED))
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mouse_viewport_id = viewport->ID;
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#else
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// We cannot use bd->MouseWindow maintained from CursorEnter/Leave callbacks, because it is locked to the window capturing mouse.
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@ -35,6 +35,22 @@ HOW TO UPDATE?
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and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users.
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- Please report any issue!
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-----------------------------------------------------------------------
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VERSION 1.90.4 (In Progress)
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-----------------------------------------------------------------------
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Breaking changes:
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Other changes:
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Docking+Viewports Branch:
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- Backends: GLFW: enable ImGuiBackendFlags_HasMouseHoveredViewport support with GLFW 3.3.x,
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as required specs for it was relaxed in 1.87. This enable better viewport hovering detection
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without GLFW 3.4's GLFW_MOUSE_PASSTHROUGH, with less reliance on dear imgui's own heuristic
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of platform windows order. (#7316)
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-----------------------------------------------------------------------
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VERSION 1.90.3 (Released 2024-02-14)
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-----------------------------------------------------------------------
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