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Examples: SDL: SDL_GetMouseState() seems problematic, movements feels laggy in the non-viewport code path. (#1542, #2117)
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@ -253,39 +253,39 @@ static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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#endif
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#endif
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int mx, my;
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int mouse_x, mouse_y;
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Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
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Uint32 mouse_buttons = SDL_GetMouseState(&mouse_x, &mouse_y); // NB: We don't use the x/y results from SDL_GetMouseState()
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SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
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io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // 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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io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // 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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io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
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io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
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io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
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io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
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g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
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g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
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#if SDL_HAS_CAPTURE_MOUSE && !defined(__EMSCRIPTEN__)
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#if SDL_HAS_CAPTURE_MOUSE && !defined(__EMSCRIPTEN__)
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SDL_Window* focused_window = SDL_GetKeyboardFocus();
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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if (focused_window)
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{
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{
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
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{
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if (SDL_Window* focused_window = SDL_GetKeyboardFocus())
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// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
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SDL_GetGlobalMouseState(&mx, &my);
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if (ImGui::FindViewportByPlatformHandle((void*)focused_window) != NULL)
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if (ImGui::FindViewportByPlatformHandle((void*)focused_window) != NULL)
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io.MousePos = ImVec2((float)mx, (float)my);
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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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else
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else
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#endif
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{
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// Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
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if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
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{
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{
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// Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
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int window_x, window_y;
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if (focused_window == g_Window)
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SDL_GetWindowPosition(g_Window, &window_x, &window_y);
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io.MousePos = ImVec2((float)mx, (float)my);
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io.MousePos = ImVec2((float)(mouse_x - window_x), (float)(mouse_y - window_y));
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}
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}
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}
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}
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// We already retrieve global mouse position, SDL_CaptureMouse() also let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't trigger the OS window resize cursor
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// We already retrieve global mouse position, SDL_CaptureMouse() also let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't trigger the OS window resize cursor
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// The function is only supported from SDL 2.0.4 (released Jan 2016)
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// The function is only supported from SDL 2.0.4 (released Jan 2016)
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#if SDL_HAS_CAPTURE_MOUSE
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bool any_mouse_button_down = ImGui::IsAnyMouseDown();
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bool any_mouse_button_down = ImGui::IsAnyMouseDown();
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SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE);
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SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE);
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#else
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if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
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io.MousePos = ImVec2((float)mx, (float)my);
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#endif
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#endif
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}
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}
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