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Backends: SDL2, SDL3: don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561)
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789de09dda
commit
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3 changed files with 49 additions and 36 deletions
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@ -21,6 +21,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2025-04-09: Don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561)
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// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set.
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// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468)
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// 2025-02-26: Only start SDL_CaptureMouse() when mouse is being dragged, to mitigate issues with e.g.Linux debuggers not claiming capture back. (#6410, #3650)
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@ -142,6 +143,7 @@ struct ImGui_ImplSDL2_Data
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SDL_Cursor* MouseLastCursor;
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int MouseLastLeaveFrame;
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bool MouseCanUseGlobalState;
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bool MouseCanUseCapture;
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// Gamepad handling
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ImVector<SDL_GameController*> Gamepads;
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@ -474,17 +476,6 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
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IMGUI_CHECKVERSION();
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IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
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// Check and store if we are on a SDL backend that supports global mouse position
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// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
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bool mouse_can_use_global_state = false;
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#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
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const char* sdl_backend = SDL_GetCurrentVideoDriver();
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const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
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for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
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if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
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mouse_can_use_global_state = true;
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#endif
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// Setup backend capabilities flags
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ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
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io.BackendPlatformUserData = (void*)bd;
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@ -495,7 +486,18 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
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bd->Window = window;
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bd->WindowID = SDL_GetWindowID(window);
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bd->Renderer = renderer;
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bd->MouseCanUseGlobalState = mouse_can_use_global_state;
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// Check and store if we are on a SDL backend that supports SDL_GetGlobalMouseState() and SDL_CaptureMouse()
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// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
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bd->MouseCanUseGlobalState = false;
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bd->MouseCanUseCapture = false;
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#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
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const char* sdl_backend = SDL_GetCurrentVideoDriver();
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const char* capture_and_global_state_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
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for (const char* item : capture_and_global_state_whitelist)
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if (strncmp(sdl_backend, item, strlen(item)) == 0)
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bd->MouseCanUseGlobalState = bd->MouseCanUseCapture = true;
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#endif
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
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@ -630,12 +632,15 @@ static void ImGui_ImplSDL2_UpdateMouseData()
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// We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
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#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
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// - SDL_CaptureMouse() let the OS know e.g. that our drags can extend outside of parent boundaries (we want updated position) and shouldn't trigger other operations outside.
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// - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to migitate the issue we wait until mouse has moved to begin capture.
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bool want_capture = false;
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for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++)
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if (ImGui::IsMouseDragging(button_n, 1.0f))
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want_capture = true;
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SDL_CaptureMouse(want_capture ? SDL_TRUE : SDL_FALSE);
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// - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to mitigate the issue we wait until mouse has moved to begin capture.
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if (bd->MouseCanUseCapture)
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{
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bool want_capture = false;
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for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++)
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if (ImGui::IsMouseDragging(button_n, 1.0f))
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want_capture = true;
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SDL_CaptureMouse(want_capture ? SDL_TRUE : SDL_FALSE);
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}
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SDL_Window* focused_window = SDL_GetKeyboardFocus();
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const bool is_app_focused = (bd->Window == focused_window);
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@ -20,6 +20,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2025-04-09: Don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561)
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// 2025-03-30: Update for SDL3 api changes: Revert SDL_GetClipboardText() memory ownership change. (#8530, #7801)
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// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set.
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// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468)
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@ -110,6 +111,7 @@ struct ImGui_ImplSDL3_Data
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SDL_Cursor* MouseLastCursor;
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int MousePendingLeaveFrame;
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bool MouseCanUseGlobalState;
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bool MouseCanUseCapture;
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// Gamepad handling
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ImVector<SDL_Gamepad*> Gamepads;
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@ -461,17 +463,6 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
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IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
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IM_UNUSED(sdl_gl_context); // Unused in this branch
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// Check and store if we are on a SDL backend that supports global mouse position
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// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
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bool mouse_can_use_global_state = false;
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#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
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const char* sdl_backend = SDL_GetCurrentVideoDriver();
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const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
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for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
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if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
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mouse_can_use_global_state = true;
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#endif
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// Setup backend capabilities flags
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ImGui_ImplSDL3_Data* bd = IM_NEW(ImGui_ImplSDL3_Data)();
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io.BackendPlatformUserData = (void*)bd;
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@ -482,7 +473,18 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
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bd->Window = window;
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bd->WindowID = SDL_GetWindowID(window);
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bd->Renderer = renderer;
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bd->MouseCanUseGlobalState = mouse_can_use_global_state;
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// Check and store if we are on a SDL backend that supports SDL_GetGlobalMouseState() and SDL_CaptureMouse()
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// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
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bd->MouseCanUseGlobalState = false;
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bd->MouseCanUseCapture = false;
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#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
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const char* sdl_backend = SDL_GetCurrentVideoDriver();
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const char* capture_and_global_state_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
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for (const char* item : capture_and_global_state_whitelist)
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if (strncmp(sdl_backend, item, strlen(item)) == 0)
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bd->MouseCanUseGlobalState = bd->MouseCanUseCapture = true;
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#endif
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText;
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@ -596,12 +598,15 @@ static void ImGui_ImplSDL3_UpdateMouseData()
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// We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) or when focused (below)
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#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
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// - SDL_CaptureMouse() let the OS know e.g. that our drags can extend outside of parent boundaries (we want updated position) and shouldn't trigger other operations outside.
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// - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to migitate the issue we wait until mouse has moved to begin capture.
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bool want_capture = false;
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for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++)
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if (ImGui::IsMouseDragging(button_n, 1.0f))
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want_capture = true;
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SDL_CaptureMouse(want_capture);
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// - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to mitigate the issue we wait until mouse has moved to begin capture.
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if (bd->MouseCanUseCapture)
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{
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bool want_capture = false;
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for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++)
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if (ImGui::IsMouseDragging(button_n, 1.0f))
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want_capture = true;
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SDL_CaptureMouse(want_capture);
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}
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SDL_Window* focused_window = SDL_GetKeyboardFocus();
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const bool is_app_focused = (bd->Window == focused_window);
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@ -81,6 +81,9 @@ Other changes:
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- Misc: added extra operators to ImVec4 in IMGUI_DEFINE_MATH_OPERATORS block. (#8510) [@gan74]
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- Backends: SDL2, SDL3, OSX: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad
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regardless of ImGuiConfigFlags_NavEnableGamepad being set. (#8508)
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- Backends: SDL2, SDL3: don't attempt to call SDL_CaptureMouse() on drivers where we don't
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call SDL_GetGlobalMouseState(). This is specifically for Wayland but we currently use
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the same white-list as SDL_GetGlobalMouseState(). (#8561) [@vs49688]
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- Backends: SDL3: Update for SDL3 api changes: revert SDL_GetClipboardText()
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memory ownership change. (#8530, #7801) [@Green-Sky]
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- Backends: SDLGPU3: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which
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