Viewports: Relaxed specs for backend supporting ImGuiBackendFlags_HasMouseHoveredViewport. Backends: SDL: Added support for simplified HasMouseHoveredViewport. (#1542, #4665)

This commit is contained in:
ocornut
2022-01-18 16:59:19 +01:00
parent 007a427e0a
commit 1338eb31f7
7 changed files with 56 additions and 25 deletions

View File

@@ -89,6 +89,7 @@ struct ImGui_ImplSDL2_Data
{
SDL_Window* Window;
Uint64 Time;
Uint32 MouseWindowID;
int MouseButtonsDown;
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
char* ClipboardTextData;
@@ -312,9 +313,16 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
}
case SDL_WINDOWEVENT:
{
// 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.
Uint8 window_event = event->window.event;
if (window_event == SDL_WINDOWEVENT_ENTER)
bd->MouseWindowID = event->window.windowID;
if (window_event == SDL_WINDOWEVENT_LEAVE)
{
bd->MouseWindowID = 0;
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
}
if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
io.AddFocusEvent(true);
else if (window_event == SDL_WINDOWEVENT_FOCUS_LOST)
@@ -359,7 +367,10 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
if (mouse_can_use_global_state)
{
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport;//We can set io.MouseHoveredViewport correctly (optional)
}
bd->Window = window;
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
@@ -510,8 +521,17 @@ static void ImGui_ImplSDL2_UpdateMouseData()
}
}
// We don't support ImGuiBackendFlags_HasMouseHoveredViewport
// (Optional) When using multiple viewports: set io.MouseHoveredViewport to the viewport the OS mouse cursor is hovering.
// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
// - [!] SDL backend does NOT correctly ignore viewports with the _NoInputs flag.
// Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
// for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
// by the backend, and use its flawed heuristic to guess the viewport behind.
// - [X] SDL backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
io.MouseHoveredViewport = 0;
if (SDL_Window* sdl_mouse_window = SDL_GetWindowFromID(bd->MouseWindowID))
if (ImGuiViewport* mouse_viewport = ImGui::FindViewportByPlatformHandle((void*)sdl_mouse_window))
io.MouseHoveredViewport = mouse_viewport->ID;
}
static void ImGui_ImplSDL2_UpdateMouseCursor()