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Viewport, Platform: Cleaned up xxx_UpdateMouseCursor() functions to make them more consistent. (#1542)
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@ -196,7 +196,7 @@ void ImGui_ImplGlfw_Shutdown()
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g_ClientApi = GlfwClientApi_Unknown;
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}
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static void ImGui_ImplGlfw_UpdateMouse()
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static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
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{
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ImGuiIO& io = ImGui::GetIO();
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const ImVec2 mouse_pos_backup = io.MousePos;
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@ -241,24 +241,30 @@ static void ImGui_ImplGlfw_UpdateMouse()
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io.MouseHoveredViewport = viewport->ID;
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#endif
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}
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}
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// Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
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// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
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if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) == 0 && glfwGetInputMode(g_Window, GLFW_CURSOR) != GLFW_CURSOR_DISABLED)
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static void ImGui_ImplGlfw_UpdateMouseCursor()
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{
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ImGuiIO& io = ImGui::GetIO();
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if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(g_Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
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return;
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ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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for (int n = 0; n < platform_io.Viewports.Size; n++)
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{
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ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
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for (int n = 0; n < platform_io.Viewports.Size; n++)
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GLFWwindow* window = (GLFWwindow*)platform_io.Viewports[n]->PlatformHandle;
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if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
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{
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GLFWwindow* window = (GLFWwindow*)platform_io.Viewports[n]->PlatformHandle;
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if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
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{
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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}
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else
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{
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glfwSetCursor(window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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}
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// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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}
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else
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{
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// Show OS mouse cursor
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// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
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glfwSetCursor(window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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}
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}
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}
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@ -283,7 +289,8 @@ void ImGui_ImplGlfw_NewFrame()
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io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
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g_Time = current_time;
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ImGui_ImplGlfw_UpdateMouse();
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ImGui_ImplGlfw_UpdateMousePosAndButtons();
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ImGui_ImplGlfw_UpdateMouseCursor();
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// Gamepad navigation mapping [BETA]
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memset(io.NavInputs, 0, sizeof(io.NavInputs));
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@ -197,7 +197,7 @@ void ImGui_ImplSDL2_Shutdown()
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memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
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}
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static void ImGui_ImplSDL2_UpdateMouse()
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static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
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{
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ImGuiIO& io = ImGui::GetIO();
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const ImVec2 mouse_pos_backup = io.MousePos;
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@ -250,20 +250,25 @@ static void ImGui_ImplSDL2_UpdateMouse()
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if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
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io.MousePos = ImVec2((float)mx, (float)my);
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#endif
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}
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// Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
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if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) == 0)
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static void ImGui_ImplSDL2_UpdateMouseCursor()
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{
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ImGuiIO& io = ImGui::GetIO();
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if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
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return;
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ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
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if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
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{
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ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
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if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
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{
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SDL_ShowCursor(SDL_FALSE);
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}
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else
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{
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SDL_SetCursor(g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
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SDL_ShowCursor(SDL_TRUE);
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}
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// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
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SDL_ShowCursor(SDL_FALSE);
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}
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else
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{
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// Show OS mouse cursor
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SDL_SetCursor(g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
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SDL_ShowCursor(SDL_TRUE);
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}
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}
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@ -286,7 +291,8 @@ void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
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io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
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g_Time = current_time;
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ImGui_ImplSDL2_UpdateMouse();
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ImGui_ImplSDL2_UpdateMousePosAndButtons();
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ImGui_ImplSDL2_UpdateMouseCursor();
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// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
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ImGui::NewFrame();
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@ -94,15 +94,15 @@ static bool ImGui_ImplWin32_UpdateMouseCursor()
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if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
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return false;
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ImGuiMouseCursor imgui_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
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if (imgui_cursor == ImGuiMouseCursor_None)
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ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
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if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
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{
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// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
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::SetCursor(NULL);
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}
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else
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{
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// Hardware cursor type
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// Show OS mouse cursor
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LPTSTR win32_cursor = IDC_ARROW;
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switch (imgui_cursor)
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{
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