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Backends: Win32: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured + update MousePos before Key Modifiers.
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@ -18,6 +18,7 @@
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#define WIN32_LEAN_AND_MEAN
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#endif
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#include <windows.h>
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#include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM()
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#include <tchar.h>
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#include <dwmapi.h>
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@ -33,6 +34,7 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
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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: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
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// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
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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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// 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness.
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@ -240,38 +242,31 @@ static void ImGui_ImplWin32_UpdateKeyModifiers()
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io.AddKeyModsEvent(key_mods);
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}
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static void ImGui_ImplWin32_UpdateMousePos()
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static void ImGui_ImplWin32_UpdateMouseData()
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{
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ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(bd->hWnd != 0);
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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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// Obtain focused and hovered window. We forward mouse input when focused or when hovered (and no other window is capturing)
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HWND focused_window = ::GetForegroundWindow();
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HWND hovered_window = bd->MouseHwnd;
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HWND mouse_window = NULL;
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if (hovered_window && (hovered_window == bd->hWnd || ::IsChild(hovered_window, bd->hWnd)))
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mouse_window = hovered_window;
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else if (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd)))
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mouse_window = focused_window;
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if (mouse_window == NULL)
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return;
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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)
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const bool is_app_focused = (::GetForegroundWindow() == bd->hWnd);
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if (is_app_focused)
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{
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POINT pos = { (int)mouse_pos_prev.x, (int)mouse_pos_prev.y };
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if (::ClientToScreen(bd->hWnd, &pos))
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::SetCursorPos(pos.x, pos.y);
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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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{
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POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
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if (::ClientToScreen(bd->hWnd, &pos))
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::SetCursorPos(pos.x, pos.y);
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}
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// Set Dear ImGui mouse position from OS position
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POINT pos;
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if (::GetCursorPos(&pos) && ::ScreenToClient(mouse_window, &pos))
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io.MousePos = ImVec2((float)pos.x, (float)pos.y);
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// (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured)
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if (!io.WantSetMousePos && !bd->MouseTracked)
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{
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POINT pos;
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if (::GetCursorPos(&pos) && ::ScreenToClient(bd->hWnd, &pos))
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io.MousePos = ImVec2((float)pos.x, (float)pos.y);
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}
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}
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}
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// Gamepad navigation mapping
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@ -341,15 +336,15 @@ void ImGui_ImplWin32_NewFrame()
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io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
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bd->Time = current_time;
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// Update OS mouse position
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ImGui_ImplWin32_UpdateMouseData();
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// Process workarounds for known Windows key handling issues
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ImGui_ImplWin32_ProcessKeyEventsWorkarounds();
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// Update key modifiers
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ImGui_ImplWin32_UpdateKeyModifiers();
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// Update OS mouse position
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ImGui_ImplWin32_UpdateMousePos();
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// Update OS mouse cursor with the cursor requested by imgui
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ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
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if (bd->LastMouseCursor != mouse_cursor)
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@ -517,11 +512,13 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
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::TrackMouseEvent(&tme);
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bd->MouseTracked = true;
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}
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io.MousePos = ImVec2((float)GET_X_LPARAM(lParam), (float)GET_Y_LPARAM(lParam));
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break;
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case WM_MOUSELEAVE:
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if (bd->MouseHwnd == hwnd)
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bd->MouseHwnd = NULL;
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bd->MouseTracked = false;
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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break;
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case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
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case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
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@ -535,8 +532,8 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
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if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
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if (bd->MouseButtonsDown == 0 && ::GetCapture() == NULL)
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::SetCapture(hwnd);
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io.MouseDown[button] = true;
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bd->MouseButtonsDown |= 1 << button;
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io.MouseDown[button] = true;
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return 0;
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}
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case WM_LBUTTONUP:
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@ -549,10 +546,10 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
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if (msg == WM_RBUTTONUP) { button = 1; }
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if (msg == WM_MBUTTONUP) { button = 2; }
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if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
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io.MouseDown[button] = false;
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bd->MouseButtonsDown &= ~(1 << button);
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if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd)
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::ReleaseCapture();
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io.MouseDown[button] = false;
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return 0;
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}
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case WM_MOUSEWHEEL:
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@ -96,8 +96,10 @@ 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: 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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- Backends: Win32, SDL: Maintain a MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
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- Backends: SDL: Maintain a MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
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- Backends: Allegro5, GLFW, GLUT, SDL, OSX, Win32, Android: Updated to use io.AddKeyEvent() with full key range. (#2625) [@thedmd]
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- Backends: OpenGL3: Fixed a buffer overflow in imgui_impl_opengl3_loader.h init (added in 1.86). (#4468, #4830) [@dymk]
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It would generally not have noticeable side-effect at runtime but would be detected by runtime checkers.
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