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Backends: SDL2, SDL3: don't call SDL_GetGlobalMouseState() when mouse position is in relative mode. (#8425, #8407)
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@@ -20,6 +20,7 @@
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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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// 2025-02-24: Avoid calling SDL_GetGlobalMouseState() when mouse is in relative mode.
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// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
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// 2025-02-10: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler.
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// 2025-01-20: Made ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode_Manual) accept an empty array.
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@@ -588,7 +589,8 @@ static void ImGui_ImplSDL3_UpdateMouseData()
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SDL_WarpMouseInWindow(bd->Window, io.MousePos.x, io.MousePos.y);
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// (Optional) Fallback to provide mouse position when focused (SDL_EVENT_MOUSE_MOTION already provides this when hovered or captured)
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if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
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const bool is_relative_mouse_mode = SDL_GetWindowRelativeMouseMode(bd->Window);
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if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
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{
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// Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
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float mouse_x_global, mouse_y_global;
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