mirror of
https://github.com/ocornut/imgui.git
synced 2024-11-27 17:10:57 +01:00
Backends: SDL: Fix multi-viewport dragging issue with SDL on some systems. (v2 for master, using bd->MouseButtonsDown == 0) (#5012, #5082)
# Conflicts: # backends/imgui_impl_sdl.cpp # docs/CHANGELOG.txt
This commit is contained in:
parent
7602277c86
commit
c5f67218bf
@ -18,9 +18,10 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2022-03-22: Inputs: Fix mouse position issues when dragging outside of boundaries. SDL_CaptureMouse() erroneously still gives out LEAVE events when hovering OS decorations.
|
||||
// 2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2).
|
||||
// 2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer.
|
||||
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
|
||||
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
|
||||
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
|
||||
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
|
||||
// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
|
||||
@ -85,6 +86,7 @@ struct ImGui_ImplSDL2_Data
|
||||
Uint64 Time;
|
||||
int MouseButtonsDown;
|
||||
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
|
||||
int PendingMouseLeaveFrame;
|
||||
char* ClipboardTextData;
|
||||
bool MouseCanUseGlobalState;
|
||||
|
||||
@ -292,9 +294,17 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||||
}
|
||||
case SDL_WINDOWEVENT:
|
||||
{
|
||||
if (event->window.event == SDL_WINDOWEVENT_LEAVE)
|
||||
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
||||
if (event->window.event == SDL_WINDOWEVENT_FOCUS_GAINED)
|
||||
// - 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.
|
||||
// - However we won't get a correct LEAVE event for a captured window.
|
||||
// - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
|
||||
// causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
|
||||
// we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
|
||||
Uint8 window_event = event->window.event;
|
||||
if (window_event == SDL_WINDOWEVENT_ENTER)
|
||||
bd->PendingMouseLeaveFrame = 0;
|
||||
if (window_event == SDL_WINDOWEVENT_LEAVE)
|
||||
bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1;
|
||||
if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
|
||||
io.AddFocusEvent(true);
|
||||
else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
|
||||
io.AddFocusEvent(false);
|
||||
@ -540,6 +550,12 @@ void ImGui_ImplSDL2_NewFrame()
|
||||
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
|
||||
bd->Time = current_time;
|
||||
|
||||
if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
|
||||
{
|
||||
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
||||
bd->PendingMouseLeaveFrame = 0;
|
||||
}
|
||||
|
||||
ImGui_ImplSDL2_UpdateMouseData();
|
||||
ImGui_ImplSDL2_UpdateMouseCursor();
|
||||
|
||||
|
@ -69,6 +69,7 @@ Other Changes:
|
||||
- Misc: Updated stb_rect_pack.h from 1.00 to 1.01 (minor). (#5075)
|
||||
- Misc: binary_to_compressed_c tool: Added -nostatic option. (#5021) [@podsvirov]
|
||||
- ImVector: Fixed erase() with empty range. (#5009) [@thedmd]
|
||||
- Backends: SDL: Fixed dragging out viewport broken on some SDL setups. (#5012) [@rokups]
|
||||
- Backends: SDL: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2). (#5125) [@sgiurgiu]
|
||||
- Examples: Emscripten: Fix building for latest Emscripten specs. (#3632)
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user