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IO: added AddMouseViewportEvent() + used in backends.
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@@ -131,7 +131,7 @@ bool ImGui_ImplWin32_Init(void* hwnd)
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
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bd->hWnd = (HWND)hwnd;
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bd->WantUpdateHasGamepad = true;
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@@ -299,18 +299,19 @@ static void ImGui_ImplWin32_UpdateMouseData()
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}
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}
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// (Optional) When using multiple viewports: set io.MouseHoveredViewport to the viewport the OS mouse cursor is hovering.
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// (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
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// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
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// - [X] Win32 backend correctly ignore viewports with the _NoInputs flag (here using ::WindowFromPoint with WM_NCHITTEST + HTTRANSPARENT in WndProc does that)
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// 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
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// 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
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// by the backend, and use its flawed heuristic to guess the viewport behind.
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// - [X] Win32 backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
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io.MouseHoveredViewport = 0;
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ImGuiID mouse_viewport_id = 0;
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if (has_mouse_screen_pos)
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if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos))
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if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd))
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io.MouseHoveredViewport = viewport->ID;
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mouse_viewport_id = viewport->ID;
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io.AddMouseViewportEvent(mouse_viewport_id);
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}
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// Gamepad navigation mapping
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@@ -1077,7 +1078,7 @@ static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd,
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return MA_NOACTIVATE;
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break;
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case WM_NCHITTEST:
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// Let mouse pass-through the window. This will allow the backend to set io.MouseHoveredViewport properly (which is OPTIONAL).
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// Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() correctly. (which is optional).
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// The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
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// If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
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// your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
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