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Backends: GLFW: enable ImGuiBackendFlags_HasMouseHoveredViewport support with GLFW 3.3.x. (#7316)

pull/7716/head
ocornut 9 months ago
parent
commit
8048b52498
  1. 11
      backends/imgui_impl_glfw.cpp
  2. 16
      docs/CHANGELOG.txt

11
backends/imgui_impl_glfw.cpp

@ -581,7 +581,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
#ifndef __EMSCRIPTEN__
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
#endif
#if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32))
#if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
#endif
@ -748,7 +748,8 @@ static void ImGui_ImplGlfw_UpdateMouseData()
// (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
// - [X] GLFW >= 3.3 backend ON WINDOWS ONLY does correctly ignore viewports with the _NoInputs flag.
// - [X] GLFW >= 3.3 backend ON WINDOWS ONLY does correctly ignore viewports with the _NoInputs flag (since we implement hit via our WndProc hook)
// On other platforms we rely on the library fallbacking to its own search when reporting a viewport with _NoInputs flag.
// - [!] GLFW <= 3.2 backend CANNOT correctly ignore viewports with the _NoInputs flag, and CANNOT reported Hovered Viewport because of mouse capture.
// 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
// 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
@ -756,12 +757,12 @@ static void ImGui_ImplGlfw_UpdateMouseData()
// - [X] GLFW backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
// FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems.
// See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature.
#if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32))
const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0;
#if GLFW_HAS_MOUSE_PASSTHROUGH
const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0;
glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, window_no_input);
#endif
if (glfwGetWindowAttrib(window, GLFW_HOVERED) && !window_no_input)
#if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED
if (glfwGetWindowAttrib(window, GLFW_HOVERED))
mouse_viewport_id = viewport->ID;
#else
// We cannot use bd->MouseWindow maintained from CursorEnter/Leave callbacks, because it is locked to the window capturing mouse.

16
docs/CHANGELOG.txt

@ -35,6 +35,22 @@ HOW TO UPDATE?
and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users.
- Please report any issue!
-----------------------------------------------------------------------
VERSION 1.90.4 (In Progress)
-----------------------------------------------------------------------
Breaking changes:
Other changes:
Docking+Viewports Branch:
- Backends: GLFW: enable ImGuiBackendFlags_HasMouseHoveredViewport support with GLFW 3.3.x,
as required specs for it was relaxed in 1.87. This enable better viewport hovering detection
without GLFW 3.4's GLFW_MOUSE_PASSTHROUGH, with less reliance on dear imgui's own heuristic
of platform windows order. (#7316)
-----------------------------------------------------------------------
VERSION 1.90.3 (Released 2024-02-14)
-----------------------------------------------------------------------

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