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