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https://github.com/ocornut/imgui.git
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Backends: SDL2, SDL3: ignore events of other SDL windows, amends + wrapping into a function as it'll be convenient for multi-viewport check. (#7853)
+ Misc typo fix.
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@@ -21,6 +21,7 @@
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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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// 2024-08-19: ImGui_ImplSDL3_ProcessEvent() now ignores events intended for other SDL windows. (#7853)
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// 2024-07-22: Update for SDL3 api changes: SDL_GetGamepads() memory ownership change. (#7807)
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// 2024-07-18: Update for SDL3 api changes: SDL_GetClipboardText() memory ownership change. (#7801)
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// 2024-07-15: Update for SDL3 api changes: SDL_GetProperty() change to SDL_GetPointerProperty(). (#7794)
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@@ -80,6 +81,7 @@
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struct ImGui_ImplSDL3_Data
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{
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SDL_Window* Window;
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SDL_WindowID WindowID;
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SDL_Renderer* Renderer;
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Uint64 Time;
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char* ClipboardTextData;
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@@ -292,6 +294,13 @@ static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
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io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_KMOD_GUI) != 0);
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}
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static ImGuiViewport* ImGui_ImplSDL3_GetViewportForWindowID(SDL_WindowID window_id)
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{
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ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
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return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : NULL;
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}
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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@@ -307,7 +316,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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{
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case SDL_EVENT_MOUSE_MOTION:
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{
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if (event->motion.windowID != SDL_GetWindowID(bd->Window))
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->motion.windowID) == NULL)
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return false;
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ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
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io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
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@@ -316,7 +325,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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}
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case SDL_EVENT_MOUSE_WHEEL:
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{
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if (event->wheel.windowID != SDL_GetWindowID(bd->Window))
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->wheel.windowID) == NULL)
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return false;
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//IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
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float wheel_x = -event->wheel.x;
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@@ -331,7 +340,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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case SDL_EVENT_MOUSE_BUTTON_DOWN:
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case SDL_EVENT_MOUSE_BUTTON_UP:
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{
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if (event->button.windowID != SDL_GetWindowID(bd->Window))
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->button.windowID) == NULL)
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return false;
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int mouse_button = -1;
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if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
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@@ -348,7 +357,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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}
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case SDL_EVENT_TEXT_INPUT:
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{
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if (event->text.windowID != SDL_GetWindowID(bd->Window))
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->text.windowID) == NULL)
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return false;
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io.AddInputCharactersUTF8(event->text.text);
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return true;
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@@ -356,7 +365,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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case SDL_EVENT_KEY_DOWN:
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case SDL_EVENT_KEY_UP:
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{
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if (event->key.windowID != SDL_GetWindowID(bd->Window))
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID) == NULL)
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return false;
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//IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%d: key=%d, scancode=%d, mod=%X\n", (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP", event->key.key, event->key.scancode, event->key.mod);
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ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.mod);
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@@ -367,7 +376,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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}
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case SDL_EVENT_WINDOW_MOUSE_ENTER:
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{
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if (event->window.windowID != SDL_GetWindowID(bd->Window))
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL)
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return false;
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bd->MouseWindowID = event->window.windowID;
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bd->MousePendingLeaveFrame = 0;
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@@ -379,21 +388,19 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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// FIXME: Unconfirmed whether this is still needed with SDL3.
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case SDL_EVENT_WINDOW_MOUSE_LEAVE:
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{
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if (event->window.windowID != SDL_GetWindowID(bd->Window))
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL)
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return false;
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bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1;
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return true;
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}
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case SDL_EVENT_WINDOW_FOCUS_GAINED:
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if (event->window.windowID != SDL_GetWindowID(bd->Window))
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return false;
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io.AddFocusEvent(true);
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return true;
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case SDL_EVENT_WINDOW_FOCUS_LOST:
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if (event->window.windowID != SDL_GetWindowID(bd->Window))
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{
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL)
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return false;
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io.AddFocusEvent(false);
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io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED);
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return true;
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}
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case SDL_EVENT_GAMEPAD_ADDED:
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case SDL_EVENT_GAMEPAD_REMOVED:
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{
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@@ -441,6 +448,7 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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bd->Window = window;
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bd->WindowID = SDL_GetWindowID(window);
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bd->Renderer = renderer;
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bd->MouseCanUseGlobalState = mouse_can_use_global_state;
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