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Backends: Win32, SDL: maintain MouseButtonsDown instead of using IsAnyMouseDown(). Internals: added GetInputSourceName().

pull/4898/head
ocornut 3 years ago
parent
commit
7f8a89c25c
  1. 17
      backends/imgui_impl_sdl.cpp
  2. 8
      backends/imgui_impl_win32.cpp
  3. 1
      docs/CHANGELOG.txt
  4. 14
      imgui.cpp
  5. 2
      imgui.h

17
backends/imgui_impl_sdl.cpp

@ -18,6 +18,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST. // 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.
// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+) // 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+)
@ -74,6 +75,7 @@ struct ImGui_ImplSDL2_Data
{ {
SDL_Window* Window; SDL_Window* Window;
Uint64 Time; Uint64 Time;
int MouseButtonsDown;
bool MousePressed[3]; bool MousePressed[3];
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
char* ClipboardTextData; char* ClipboardTextData;
@ -240,10 +242,17 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
return true; return true;
} }
case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
{ {
if (event->button.button == SDL_BUTTON_LEFT) { bd->MousePressed[0] = true; } int mouse_button = -1;
if (event->button.button == SDL_BUTTON_RIGHT) { bd->MousePressed[1] = true; } if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
if (event->button.button == SDL_BUTTON_MIDDLE) { bd->MousePressed[2] = true; } if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }
if (mouse_button == -1)
break;
if (event->type == SDL_MOUSEBUTTONDOWN)
bd->MousePressed[mouse_button] = true;
bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
return true; return true;
} }
case SDL_TEXTINPUT: case SDL_TEXTINPUT:
@ -409,7 +418,7 @@ static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
mouse_window = focused_window; mouse_window = focused_window;
// 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 // 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
SDL_CaptureMouse(ImGui::IsAnyMouseDown() ? SDL_TRUE : SDL_FALSE); SDL_CaptureMouse(bd->MouseButtonsDown != 0 ? SDL_TRUE : SDL_FALSE);
#else #else
// SDL 2.0.3 and non-windowed systems: single-viewport only // SDL 2.0.3 and non-windowed systems: single-viewport only
SDL_Window* mouse_window = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) ? bd->Window : NULL; SDL_Window* mouse_window = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) ? bd->Window : NULL;

8
backends/imgui_impl_win32.cpp

@ -33,6 +33,7 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
// 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness. // 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness.
// 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages. // 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
@ -74,6 +75,7 @@ struct ImGui_ImplWin32_Data
HWND hWnd; HWND hWnd;
HWND MouseHwnd; HWND MouseHwnd;
bool MouseTracked; bool MouseTracked;
int MouseButtonsDown;
INT64 Time; INT64 Time;
INT64 TicksPerSecond; INT64 TicksPerSecond;
ImGuiMouseCursor LastMouseCursor; ImGuiMouseCursor LastMouseCursor;
@ -531,9 +533,10 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; } if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; } if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL) if (bd->MouseButtonsDown == 0 && ::GetCapture() == NULL)
::SetCapture(hwnd); ::SetCapture(hwnd);
io.MouseDown[button] = true; io.MouseDown[button] = true;
bd->MouseButtonsDown |= 1 << button;
return 0; return 0;
} }
case WM_LBUTTONUP: case WM_LBUTTONUP:
@ -547,7 +550,8 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
if (msg == WM_MBUTTONUP) { button = 2; } if (msg == WM_MBUTTONUP) { button = 2; }
if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
io.MouseDown[button] = false; io.MouseDown[button] = false;
if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd) bd->MouseButtonsDown &= ~(1 << button);
if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd)
::ReleaseCapture(); ::ReleaseCapture();
return 0; return 0;
} }

1
docs/CHANGELOG.txt

@ -97,6 +97,7 @@ Other Changes:
We are now converting GLFW untranslated keycodes back to translated keycodes in order to match the behavior of every We are now converting GLFW untranslated keycodes back to translated keycodes in order to match the behavior of every
other backend, and facilitate the use of GLFW with lettered-shortcuts API. (#456, #2625) other backend, and facilitate the use of GLFW with lettered-shortcuts API. (#456, #2625)
- Backends: SDL: Pass localized keys (matching keyboard layout). Fix e.g. CTRL+A, CTRL+Z, CTRL+Y shortcuts. - Backends: SDL: Pass localized keys (matching keyboard layout). Fix e.g. CTRL+A, CTRL+Z, CTRL+Y shortcuts.
- Backends: Win32, SDL: Maintain a MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
- Backends: Allegro5, GLFW, GLUT, SDL, OSX, Win32, Android: Updated to use io.AddKeyEvent() with full key range. (#2625) [@thedmd] - Backends: Allegro5, GLFW, GLUT, SDL, OSX, Win32, Android: Updated to use io.AddKeyEvent() with full key range. (#2625) [@thedmd]
- Backends: OpenGL3: Fixed a buffer overflow in imgui_impl_opengl3_loader.h init (added in 1.86). (#4468, #4830) [@dymk] - Backends: OpenGL3: Fixed a buffer overflow in imgui_impl_opengl3_loader.h init (added in 1.86). (#4468, #4830) [@dymk]
It would generally not have noticeable side-effect at runtime but would be detected by runtime checkers. It would generally not have noticeable side-effect at runtime but would be detected by runtime checkers.

14
imgui.cpp

@ -7585,6 +7585,7 @@ bool ImGui::IsMousePosValid(const ImVec2* mouse_pos)
return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID; return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID;
} }
// [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
bool ImGui::IsAnyMouseDown() bool ImGui::IsAnyMouseDown()
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
@ -7642,6 +7643,13 @@ void ImGui::CaptureMouseFromApp(bool capture)
g.WantCaptureMouseNextFrame = capture ? 1 : 0; g.WantCaptureMouseNextFrame = capture ? 1 : 0;
} }
static const char* GetInputSourceName(ImGuiInputSource source)
{
const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Nav", "Clipboard" };
IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT);
return input_source_names[source];
}
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// [SECTION] ERROR CHECKING // [SECTION] ERROR CHECKING
@ -12107,8 +12115,6 @@ void ImGui::ShowMetricsWindow(bool* p_open)
// Misc Details // Misc Details
if (TreeNode("Internal state")) if (TreeNode("Internal state"))
{ {
const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Nav", "Clipboard" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT);
Text("WINDOWING"); Text("WINDOWING");
Indent(); Indent();
Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL"); Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
@ -12119,7 +12125,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
Text("ITEMS"); Text("ITEMS");
Indent(); Indent();
Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, input_source_names[g.ActiveIdSource]); Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource));
Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL"); Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
int active_id_using_key_input_count = 0; int active_id_using_key_input_count = 0;
@ -12134,7 +12140,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
Indent(); Indent();
Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL"); Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL");
Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer); Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
Text("NavInputSource: %s", input_source_names[g.NavInputSource]); Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource));
Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible); Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
Text("NavActivateId/DownId/PressedId/InputId: %08X/%08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId, g.NavActivateInputId); Text("NavActivateId/DownId/PressedId/InputId: %08X/%08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId, g.NavActivateInputId);
Text("NavActivateFlags: %04X", g.NavActivateFlags); Text("NavActivateFlags: %04X", g.NavActivateFlags);

2
imgui.h

@ -908,7 +908,7 @@ namespace ImGui
IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0). IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0).
IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available
IMGUI_API bool IsAnyMouseDown(); // is any mouse button held? IMGUI_API bool IsAnyMouseDown(); // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves) IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves)
IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold) IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)

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