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SDL doesn't distinguish Pen yet, but we don't need it as much as TouchScreen which will alter trickling.
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@@ -5,6 +5,7 @@
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// Implemented features:
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// [X] Platform: Clipboard support.
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// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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@@ -18,6 +19,7 @@
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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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// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
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// 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644)
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// 2023-02-07: Forked "imgui_impl_sdl2" into "imgui_impl_sdl3". Removed version checks for old feature. Refer to imgui_impl_sdl2.cpp for older changelog.
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@@ -239,6 +241,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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case SDL_EVENT_MOUSE_MOTION:
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{
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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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io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
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return true;
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}
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@@ -250,6 +253,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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#ifdef __EMSCRIPTEN__
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wheel_x /= 100.0f;
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#endif
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io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
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io.AddMouseWheelEvent(wheel_x, wheel_y);
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return true;
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}
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@@ -264,6 +268,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }
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if (mouse_button == -1)
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break;
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io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
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io.AddMouseButtonEvent(mouse_button, (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN));
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bd->MouseButtonsDown = (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
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return true;
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@@ -368,7 +373,7 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer)
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// Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
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// (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
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// It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
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// you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
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// you can ignore SDL_EVENT_MOUSE_BUTTON_DOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
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#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
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SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
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#endif
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@@ -432,7 +437,7 @@ static void ImGui_ImplSDL3_UpdateMouseData()
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ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
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ImGuiIO& io = ImGui::GetIO();
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// We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
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// We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) or when focused (below)
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#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
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// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
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SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE);
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@@ -447,7 +452,7 @@ static void ImGui_ImplSDL3_UpdateMouseData()
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if (io.WantSetMousePos)
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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_MOUSEMOTION already provides this when hovered or captured)
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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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{
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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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