Viewport, Platform: Cleaned up xxx_UpdateMouseCursor() functions to make them more consistent. (#1542)

This commit is contained in:
omar
2018-05-11 16:41:32 +02:00
parent d574604a5d
commit 090eb437ed
3 changed files with 47 additions and 34 deletions

View File

@@ -197,7 +197,7 @@ void ImGui_ImplSDL2_Shutdown()
memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
}
static void ImGui_ImplSDL2_UpdateMouse()
static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
{
ImGuiIO& io = ImGui::GetIO();
const ImVec2 mouse_pos_backup = io.MousePos;
@@ -250,20 +250,25 @@ static void ImGui_ImplSDL2_UpdateMouse()
if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
io.MousePos = ImVec2((float)mx, (float)my);
#endif
}
// Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) == 0)
static void ImGui_ImplSDL2_UpdateMouseCursor()
{
ImGuiIO& io = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
return;
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
{
ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
{
SDL_ShowCursor(SDL_FALSE);
}
else
{
SDL_SetCursor(g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
SDL_ShowCursor(SDL_TRUE);
}
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
SDL_ShowCursor(SDL_FALSE);
}
else
{
// Show OS mouse cursor
SDL_SetCursor(g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
SDL_ShowCursor(SDL_TRUE);
}
}
@@ -286,7 +291,8 @@ void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
g_Time = current_time;
ImGui_ImplSDL2_UpdateMouse();
ImGui_ImplSDL2_UpdateMousePosAndButtons();
ImGui_ImplSDL2_UpdateMouseCursor();
// 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.
ImGui::NewFrame();