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Backends: GLFW: moved WndProc hook to bottom of file + rename a field. (#6889)
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@ -162,7 +162,7 @@ struct ImGui_ImplGlfw_Data
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GLFWcharfun PrevUserCallbackChar;
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GLFWmonitorfun PrevUserCallbackMonitor;
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#ifdef _WIN32
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WNDPROC GlfwWndProc;
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WNDPROC PrevWndProc;
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#endif
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ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); }
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@ -494,48 +494,7 @@ static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEven
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#endif
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#ifdef _WIN32
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// GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen.
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// Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently.
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static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
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{
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LPARAM extra_info = ::GetMessageExtraInfo();
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if ((extra_info & 0xFFFFFF80) == 0xFF515700)
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return ImGuiMouseSource_Pen;
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if ((extra_info & 0xFFFFFF80) == 0xFF515780)
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return ImGuiMouseSource_TouchScreen;
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return ImGuiMouseSource_Mouse;
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}
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static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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switch (msg)
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{
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case WM_MOUSEMOVE: case WM_NCMOUSEMOVE:
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case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP:
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case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP:
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case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP:
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case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP:
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ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
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break;
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// We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs".
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// In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!)
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#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED
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case WM_NCHITTEST:
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{
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// Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() properly (which is OPTIONAL).
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// The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
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// If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
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// your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
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ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT");
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if (viewport && (viewport->Flags & ImGuiViewportFlags_NoInputs))
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return HTTRANSPARENT;
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break;
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}
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#endif
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}
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return ::CallWindowProc(bd->GlfwWndProc, hWnd, msg, wParam, lParam);
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}
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static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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#endif
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void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
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@ -672,8 +631,8 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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// Windows: register a WndProc hook so we can intercept some messages.
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#ifdef _WIN32
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bd->GlfwWndProc = (WNDPROC)::GetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC);
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IM_ASSERT(bd->GlfwWndProc != nullptr);
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bd->PrevWndProc = (WNDPROC)::GetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC);
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IM_ASSERT(bd->PrevWndProc != nullptr);
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::SetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
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#endif
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@ -713,11 +672,11 @@ void ImGui_ImplGlfw_Shutdown()
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for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
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glfwDestroyCursor(bd->MouseCursors[cursor_n]);
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// Windows: register a WndProc hook so we can intercept some messages.
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// Windows: restore our WndProc hook
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#ifdef _WIN32
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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::SetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->GlfwWndProc);
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bd->GlfwWndProc = nullptr;
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::SetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->PrevWndProc);
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bd->PrevWndProc = nullptr;
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#endif
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io.BackendPlatformName = nullptr;
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@ -1102,7 +1061,7 @@ static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
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#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport);
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IM_ASSERT(bd->GlfwWndProc == (WNDPROC)::GetWindowLongPtr(hwnd, GWLP_WNDPROC));
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IM_ASSERT(bd->PrevWndProc == (WNDPROC)::GetWindowLongPtr(hwnd, GWLP_WNDPROC));
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::SetWindowLongPtr(hwnd, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
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#endif
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@ -1290,6 +1249,54 @@ static void ImGui_ImplGlfw_ShutdownPlatformInterface()
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//-----------------------------------------------------------------------------
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// WndProc hook (declared here because we will need access to ImGui_ImplGlfw_ViewportData)
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#ifdef _WIN32
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static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
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{
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LPARAM extra_info = ::GetMessageExtraInfo();
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if ((extra_info & 0xFFFFFF80) == 0xFF515700)
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return ImGuiMouseSource_Pen;
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if ((extra_info & 0xFFFFFF80) == 0xFF515780)
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return ImGuiMouseSource_TouchScreen;
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return ImGuiMouseSource_Mouse;
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}
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static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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switch (msg)
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{
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// GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen.
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// Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently.
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case WM_MOUSEMOVE: case WM_NCMOUSEMOVE:
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case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP:
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case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP:
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case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP:
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case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP:
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ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
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break;
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// We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs".
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// In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!)
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#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED
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case WM_NCHITTEST:
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{
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// Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() properly (which is OPTIONAL).
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// The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
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// If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
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// your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
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ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT");
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if (viewport && (viewport->Flags & ImGuiViewportFlags_NoInputs))
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return HTTRANSPARENT;
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break;
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}
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#endif
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}
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return ::CallWindowProc(bd->PrevWndProc, hWnd, msg, wParam, lParam);
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}
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#endif // #ifdef _WIN32
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//-----------------------------------------------------------------------------
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#if defined(__clang__)
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#pragma clang diagnostic pop
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#endif
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