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Backends: Win32: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured + update MousePos before Key Modifiers.

pull/4907/head
ocornut 3 years ago
parent
commit
bf4de2a46b
  1. 57
      backends/imgui_impl_win32.cpp
  2. 4
      docs/CHANGELOG.txt

57
backends/imgui_impl_win32.cpp

@ -18,6 +18,7 @@
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>
#include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM()
#include <tchar.h>
#include <dwmapi.h>
@ -33,6 +34,7 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2022-01-12: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
// 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.
// 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness.
@ -240,38 +242,31 @@ static void ImGui_ImplWin32_UpdateKeyModifiers()
io.AddKeyModsEvent(key_mods);
}
static void ImGui_ImplWin32_UpdateMousePos()
static void ImGui_ImplWin32_UpdateMouseData()
{
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(bd->hWnd != 0);
const ImVec2 mouse_pos_prev = io.MousePos;
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
// Obtain focused and hovered window. We forward mouse input when focused or when hovered (and no other window is capturing)
HWND focused_window = ::GetForegroundWindow();
HWND hovered_window = bd->MouseHwnd;
HWND mouse_window = NULL;
if (hovered_window && (hovered_window == bd->hWnd || ::IsChild(hovered_window, bd->hWnd)))
mouse_window = hovered_window;
else if (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd)))
mouse_window = focused_window;
if (mouse_window == NULL)
return;
// Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
if (io.WantSetMousePos)
const bool is_app_focused = (::GetForegroundWindow() == bd->hWnd);
if (is_app_focused)
{
POINT pos = { (int)mouse_pos_prev.x, (int)mouse_pos_prev.y };
if (::ClientToScreen(bd->hWnd, &pos))
::SetCursorPos(pos.x, pos.y);
}
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
if (io.WantSetMousePos)
{
POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
if (::ClientToScreen(bd->hWnd, &pos))
::SetCursorPos(pos.x, pos.y);
}
// Set Dear ImGui mouse position from OS position
POINT pos;
if (::GetCursorPos(&pos) && ::ScreenToClient(mouse_window, &pos))
io.MousePos = ImVec2((float)pos.x, (float)pos.y);
// (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured)
if (!io.WantSetMousePos && !bd->MouseTracked)
{
POINT pos;
if (::GetCursorPos(&pos) && ::ScreenToClient(bd->hWnd, &pos))
io.MousePos = ImVec2((float)pos.x, (float)pos.y);
}
}
}
// Gamepad navigation mapping
@ -341,15 +336,15 @@ void ImGui_ImplWin32_NewFrame()
io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
bd->Time = current_time;
// Update OS mouse position
ImGui_ImplWin32_UpdateMouseData();
// Process workarounds for known Windows key handling issues
ImGui_ImplWin32_ProcessKeyEventsWorkarounds();
// Update key modifiers
ImGui_ImplWin32_UpdateKeyModifiers();
// Update OS mouse position
ImGui_ImplWin32_UpdateMousePos();
// Update OS mouse cursor with the cursor requested by imgui
ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
if (bd->LastMouseCursor != mouse_cursor)
@ -517,11 +512,13 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
::TrackMouseEvent(&tme);
bd->MouseTracked = true;
}
io.MousePos = ImVec2((float)GET_X_LPARAM(lParam), (float)GET_Y_LPARAM(lParam));
break;
case WM_MOUSELEAVE:
if (bd->MouseHwnd == hwnd)
bd->MouseHwnd = NULL;
bd->MouseTracked = false;
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
break;
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
@ -535,8 +532,8 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
if (bd->MouseButtonsDown == 0 && ::GetCapture() == NULL)
::SetCapture(hwnd);
io.MouseDown[button] = true;
bd->MouseButtonsDown |= 1 << button;
io.MouseDown[button] = true;
return 0;
}
case WM_LBUTTONUP:
@ -549,10 +546,10 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
if (msg == WM_RBUTTONUP) { button = 1; }
if (msg == WM_MBUTTONUP) { button = 2; }
if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
io.MouseDown[button] = false;
bd->MouseButtonsDown &= ~(1 << button);
if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd)
::ReleaseCapture();
io.MouseDown[button] = false;
return 0;
}
case WM_MOUSEWHEEL:

4
docs/CHANGELOG.txt

@ -96,8 +96,10 @@ Other Changes:
- Backends: GLFW: Pass localized keys (matching keyboard layout). Fix e.g. CTRL+A, CTRL+Z, CTRL+Y shortcuts.
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)
- Backends: Win32: Update mouse position using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback when focused but not hovered/captured.
- Backends: Win32: Maintain a MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
- 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: 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: 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.

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