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mirror of https://github.com/ocornut/imgui.git synced 2024-11-30 18:34:34 +01:00

Examples: Mouse cursor handling comments/tweaks to homogenize. (#1495)

This commit is contained in:
omar 2018-02-20 14:23:22 +01:00
parent d534207622
commit daddd09cd5
5 changed files with 38 additions and 32 deletions

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@ -337,7 +337,7 @@ void ImGui_ImplGlfwGL2_NewFrame()
g_MouseJustPressed[i] = false; g_MouseJustPressed[i] = false;
} }
// Update mouse cursor // Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
ImGuiMouseCursor cursor = ImGui::GetMouseCursor(); ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None) if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
{ {
@ -345,8 +345,8 @@ void ImGui_ImplGlfwGL2_NewFrame()
} }
else else
{ {
glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
glfwSetCursor(g_Window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]); glfwSetCursor(g_Window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
} }
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.

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@ -452,7 +452,7 @@ void ImGui_ImplGlfwGL3_NewFrame()
g_MouseJustPressed[i] = false; g_MouseJustPressed[i] = false;
} }
// Update mouse cursor // Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
ImGuiMouseCursor cursor = ImGui::GetMouseCursor(); ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None) if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
{ {
@ -460,8 +460,8 @@ void ImGui_ImplGlfwGL3_NewFrame()
} }
else else
{ {
glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
glfwSetCursor(g_Window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]); glfwSetCursor(g_Window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
} }
// Gamepad navigation mapping [BETA] // Gamepad navigation mapping [BETA]

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@ -44,7 +44,7 @@
static Uint64 g_Time = 0; static Uint64 g_Time = 0;
static bool g_MousePressed[3] = { false, false, false }; static bool g_MousePressed[3] = { false, false, false };
static GLuint g_FontTexture = 0; static GLuint g_FontTexture = 0;
static SDL_Cursor* g_SdlCursors[ImGuiMouseCursor_Count_] = { 0 }; static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_Count_] = { 0 };
// OpenGL2 Render function. // OpenGL2 Render function.
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
@ -252,13 +252,13 @@ bool ImGui_ImplSdlGL2_Init(SDL_Window* window)
io.GetClipboardTextFn = ImGui_ImplSdlGL2_GetClipboardText; io.GetClipboardTextFn = ImGui_ImplSdlGL2_GetClipboardText;
io.ClipboardUserData = NULL; io.ClipboardUserData = NULL;
g_SdlCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
g_SdlCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
g_SdlCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
g_SdlCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
g_SdlCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
g_SdlCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
g_SdlCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
#ifdef _WIN32 #ifdef _WIN32
SDL_SysWMinfo wmInfo; SDL_SysWMinfo wmInfo;
@ -274,10 +274,13 @@ bool ImGui_ImplSdlGL2_Init(SDL_Window* window)
void ImGui_ImplSdlGL2_Shutdown() void ImGui_ImplSdlGL2_Shutdown()
{ {
ImGui_ImplSdlGL2_InvalidateDeviceObjects(); // Destroy SDL mouse cursors
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_Count_; cursor_n++) for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_Count_; cursor_n++)
SDL_FreeCursor(g_SdlCursors[cursor_n]); SDL_FreeCursor(g_MouseCursors[cursor_n]);
memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
// Destroy OpenGL objects
ImGui_ImplSdlGL2_InvalidateDeviceObjects();
} }
void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window) void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window)
@ -326,7 +329,7 @@ void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window)
io.MousePos = ImVec2((float)mx, (float)my); io.MousePos = ImVec2((float)mx, (float)my);
#endif #endif
// Hide OS mouse cursor if ImGui is drawing it // Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
ImGuiMouseCursor cursor = ImGui::GetMouseCursor(); ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None) if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
{ {
@ -334,7 +337,7 @@ void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window)
} }
else else
{ {
SDL_SetCursor(g_SdlCursors[cursor]); SDL_SetCursor(g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
SDL_ShowCursor(1); SDL_ShowCursor(1);
} }

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@ -46,7 +46,7 @@ static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
static SDL_Cursor* g_SdlCursors[ImGuiMouseCursor_Count_] = { 0 }; static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_Count_] = { 0 };
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
@ -366,13 +366,13 @@ bool ImGui_ImplSdlGL3_Init(SDL_Window* window)
io.GetClipboardTextFn = ImGui_ImplSdlGL3_GetClipboardText; io.GetClipboardTextFn = ImGui_ImplSdlGL3_GetClipboardText;
io.ClipboardUserData = NULL; io.ClipboardUserData = NULL;
g_SdlCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
g_SdlCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
g_SdlCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
g_SdlCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
g_SdlCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
g_SdlCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
g_SdlCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
#ifdef _WIN32 #ifdef _WIN32
SDL_SysWMinfo wmInfo; SDL_SysWMinfo wmInfo;
@ -388,10 +388,13 @@ bool ImGui_ImplSdlGL3_Init(SDL_Window* window)
void ImGui_ImplSdlGL3_Shutdown() void ImGui_ImplSdlGL3_Shutdown()
{ {
ImGui_ImplSdlGL3_InvalidateDeviceObjects(); // Destroy SDL mouse cursors
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_Count_; cursor_n++) for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_Count_; cursor_n++)
SDL_FreeCursor(g_SdlCursors[cursor_n]); SDL_FreeCursor(g_MouseCursors[cursor_n]);
memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
// Destroy OpenGL objects
ImGui_ImplSdlGL3_InvalidateDeviceObjects();
} }
void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window) void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window)
@ -440,7 +443,7 @@ void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window)
io.MousePos = ImVec2((float)mx, (float)my); io.MousePos = ImVec2((float)mx, (float)my);
#endif #endif
// Hide OS mouse cursor if ImGui is drawing it // Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
ImGuiMouseCursor cursor = ImGui::GetMouseCursor(); ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None) if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
{ {
@ -448,7 +451,7 @@ void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window)
} }
else else
{ {
SDL_SetCursor(g_SdlCursors[cursor]); SDL_SetCursor(g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
SDL_ShowCursor(1); SDL_ShowCursor(1);
} }

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@ -864,7 +864,7 @@ void ImGui_ImplGlfwVulkan_NewFrame()
g_MouseJustPressed[i] = false; g_MouseJustPressed[i] = false;
} }
// Update mouse cursor // Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
ImGuiMouseCursor cursor = ImGui::GetMouseCursor(); ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None) if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
{ {
@ -872,8 +872,8 @@ void ImGui_ImplGlfwVulkan_NewFrame()
} }
else else
{ {
glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
glfwSetCursor(g_Window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]); glfwSetCursor(g_Window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
} }
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.