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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:
Rokas Kupstys 2022-02-25 17:18:40 +01:00 committed by ocornut
parent 7602277c86
commit c5f67218bf
2 changed files with 21 additions and 4 deletions

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@ -18,9 +18,10 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (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). // 2022-03-22: 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. // 2022-02-04: 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[]. // 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: 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. // 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; Uint64 Time;
int MouseButtonsDown; int MouseButtonsDown;
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
int PendingMouseLeaveFrame;
char* ClipboardTextData; char* ClipboardTextData;
bool MouseCanUseGlobalState; bool MouseCanUseGlobalState;
@ -292,9 +294,17 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
} }
case SDL_WINDOWEVENT: case SDL_WINDOWEVENT:
{ {
if (event->window.event == SDL_WINDOWEVENT_LEAVE) // - 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.
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); // - However we won't get a correct LEAVE event for a captured window.
if (event->window.event == SDL_WINDOWEVENT_FOCUS_GAINED) // - 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); io.AddFocusEvent(true);
else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST) else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
io.AddFocusEvent(false); 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); io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
bd->Time = current_time; 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_UpdateMouseData();
ImGui_ImplSDL2_UpdateMouseCursor(); ImGui_ImplSDL2_UpdateMouseCursor();

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@ -69,6 +69,7 @@ Other Changes:
- Misc: Updated stb_rect_pack.h from 1.00 to 1.01 (minor). (#5075) - 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] - Misc: binary_to_compressed_c tool: Added -nostatic option. (#5021) [@podsvirov]
- ImVector: Fixed erase() with empty range. (#5009) [@thedmd] - 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] - 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) - Examples: Emscripten: Fix building for latest Emscripten specs. (#3632)