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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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@@ -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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// 2025-09-24: Skip using the SDL_GetGlobalMouseState() state when one of our window is hovered, as the SDL_EVENT_MOUSE_MOTION 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: Use SDL_GetWindowDisplayScale() on Mac to output DisplayFrameBufferScale. The function is more reliable during resolution changes e.g. going fullscreen. (#8703, #4414)
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// 2025-06-27: IME: avoid calling SDL_StartTextInput() again if already active. (#8727)
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@@ -636,9 +637,10 @@ 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 unclamped mouse position when focused (SDL_EVENT_MOUSE_MOTION already provides this when hovered or captured)
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// (Optional) Fallback to provide unclamped mouse position when focused but not hovered (SDL_EVENT_MOUSE_MOTION 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_GetWindowRelativeMouseMode(bd->Window);
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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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float mouse_x, mouse_y;
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