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Backends: SDL2,SDL3: avoid using the SDL_GetGlobalMouseState() path when one of our window is hovered. Fix mouse coordinate issue in fullscreen apps with macOS notch + better X11 perfs. (#7919, #7786)
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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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// 2025-09-24: Skip using the SDL_GetGlobalMouseState() state when one of our window is hovered, as the SDL_MOUSEMOTION data is reliable. Fix macOS notch mouse coordinates issue in fullscreen mode + better perf on X11. (#7919, #7786)
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// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown.
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// 2025-09-15: Content Scales are always reported as 1.0 on Wayland. (#8921)
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// 2025-07-08: Made ImGui_ImplSDL2_GetContentScaleForWindow(), ImGui_ImplSDL2_GetContentScaleForDisplay() helpers return 1.0f on Emscripten and Android platforms, matching macOS logic. (#8742, #8733)
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@@ -674,9 +675,10 @@ static void ImGui_ImplSDL2_UpdateMouseData()
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if (io.WantSetMousePos)
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SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
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// (Optional) Fallback to provide unclamped mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)
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// (Optional) Fallback to provide unclamped mouse position when focused but not hovered (SDL_MOUSEMOTION already provides this when hovered or captured)
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SDL_Window* hovered_window = SDL_GetMouseFocus();
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const bool is_relative_mouse_mode = SDL_GetRelativeMouseMode() != 0;
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if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
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if (hovered_window == NULL && 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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int mouse_x, mouse_y;
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