diff --git a/backends/imgui_impl_sdl2.cpp b/backends/imgui_impl_sdl2.cpp index 54f9599cc..b2dacc48e 100644 --- a/backends/imgui_impl_sdl2.cpp +++ b/backends/imgui_impl_sdl2.cpp @@ -21,6 +21,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2025-04-09: Don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561) // 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set. // 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) // 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) @@ -142,6 +143,7 @@ struct ImGui_ImplSDL2_Data SDL_Cursor* MouseLastCursor; int MouseLastLeaveFrame; bool MouseCanUseGlobalState; + bool MouseCanUseCapture; // Gamepad handling ImVector Gamepads; @@ -474,17 +476,6 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void IMGUI_CHECKVERSION(); IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); - // Check and store if we are on a SDL backend that supports global mouse position - // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list) - bool mouse_can_use_global_state = false; -#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE - const char* sdl_backend = SDL_GetCurrentVideoDriver(); - const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" }; - for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++) - if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0) - mouse_can_use_global_state = true; -#endif - // Setup backend capabilities flags ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)(); io.BackendPlatformUserData = (void*)bd; @@ -495,7 +486,18 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void bd->Window = window; bd->WindowID = SDL_GetWindowID(window); bd->Renderer = renderer; - bd->MouseCanUseGlobalState = mouse_can_use_global_state; + + // Check and store if we are on a SDL backend that supports SDL_GetGlobalMouseState() and SDL_CaptureMouse() + // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list) + bd->MouseCanUseGlobalState = false; + bd->MouseCanUseCapture = false; +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + const char* sdl_backend = SDL_GetCurrentVideoDriver(); + const char* capture_and_global_state_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" }; + for (const char* item : capture_and_global_state_whitelist) + if (strncmp(sdl_backend, item, strlen(item)) == 0) + bd->MouseCanUseGlobalState = bd->MouseCanUseCapture = true; +#endif ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText; @@ -630,12 +632,15 @@ static void ImGui_ImplSDL2_UpdateMouseData() // We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below) #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE // - 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. - // - 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. - bool want_capture = false; - for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++) - if (ImGui::IsMouseDragging(button_n, 1.0f)) - want_capture = true; - SDL_CaptureMouse(want_capture ? SDL_TRUE : SDL_FALSE); + // - 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. + if (bd->MouseCanUseCapture) + { + bool want_capture = false; + for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++) + if (ImGui::IsMouseDragging(button_n, 1.0f)) + want_capture = true; + SDL_CaptureMouse(want_capture ? SDL_TRUE : SDL_FALSE); + } SDL_Window* focused_window = SDL_GetKeyboardFocus(); const bool is_app_focused = (bd->Window == focused_window); diff --git a/backends/imgui_impl_sdl3.cpp b/backends/imgui_impl_sdl3.cpp index ac2e841e6..c2dd81085 100644 --- a/backends/imgui_impl_sdl3.cpp +++ b/backends/imgui_impl_sdl3.cpp @@ -20,6 +20,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2025-04-09: Don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561) // 2025-03-30: Update for SDL3 api changes: Revert SDL_GetClipboardText() memory ownership change. (#8530, #7801) // 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set. // 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) @@ -110,6 +111,7 @@ struct ImGui_ImplSDL3_Data SDL_Cursor* MouseLastCursor; int MousePendingLeaveFrame; bool MouseCanUseGlobalState; + bool MouseCanUseCapture; // Gamepad handling ImVector Gamepads; @@ -461,17 +463,6 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); IM_UNUSED(sdl_gl_context); // Unused in this branch - // Check and store if we are on a SDL backend that supports global mouse position - // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list) - bool mouse_can_use_global_state = false; -#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE - const char* sdl_backend = SDL_GetCurrentVideoDriver(); - const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" }; - for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++) - if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0) - mouse_can_use_global_state = true; -#endif - // Setup backend capabilities flags ImGui_ImplSDL3_Data* bd = IM_NEW(ImGui_ImplSDL3_Data)(); io.BackendPlatformUserData = (void*)bd; @@ -482,7 +473,18 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void bd->Window = window; bd->WindowID = SDL_GetWindowID(window); bd->Renderer = renderer; - bd->MouseCanUseGlobalState = mouse_can_use_global_state; + + // Check and store if we are on a SDL backend that supports SDL_GetGlobalMouseState() and SDL_CaptureMouse() + // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list) + bd->MouseCanUseGlobalState = false; + bd->MouseCanUseCapture = false; +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + const char* sdl_backend = SDL_GetCurrentVideoDriver(); + const char* capture_and_global_state_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" }; + for (const char* item : capture_and_global_state_whitelist) + if (strncmp(sdl_backend, item, strlen(item)) == 0) + bd->MouseCanUseGlobalState = bd->MouseCanUseCapture = true; +#endif ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText; @@ -596,12 +598,15 @@ static void ImGui_ImplSDL3_UpdateMouseData() // We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) or when focused (below) #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE // - 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. - // - 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. - bool want_capture = false; - for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++) - if (ImGui::IsMouseDragging(button_n, 1.0f)) - want_capture = true; - SDL_CaptureMouse(want_capture); + // - 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. + if (bd->MouseCanUseCapture) + { + bool want_capture = false; + for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++) + if (ImGui::IsMouseDragging(button_n, 1.0f)) + want_capture = true; + SDL_CaptureMouse(want_capture); + } SDL_Window* focused_window = SDL_GetKeyboardFocus(); const bool is_app_focused = (bd->Window == focused_window); diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 312b6de3e..b45cc1e3a 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -81,6 +81,9 @@ Other changes: - Misc: added extra operators to ImVec4 in IMGUI_DEFINE_MATH_OPERATORS block. (#8510) [@gan74] - Backends: SDL2, SDL3, OSX: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set. (#8508) +- Backends: SDL2, SDL3: don't attempt to call SDL_CaptureMouse() on drivers where we don't + call SDL_GetGlobalMouseState(). This is specifically for Wayland but we currently use + the same white-list as SDL_GetGlobalMouseState(). (#8561) [@vs49688] - Backends: SDL3: Update for SDL3 api changes: revert SDL_GetClipboardText() memory ownership change. (#8530, #7801) [@Green-Sky] - Backends: SDLGPU3: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which