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@@ -367,10 +367,13 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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if (mouse_can_use_global_state)
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if (mouse_can_use_global_state)
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- {
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io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
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io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
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+
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+ // SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960)
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+#ifdef _WIN32
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+ if (mouse_can_use_global_state)
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io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport;// We can call io.AddMouseViewportEvent() with correct data (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport;// We can call io.AddMouseViewportEvent() with correct data (optional)
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- }
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+#endif
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bd->Window = window;
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bd->Window = window;
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bd->MouseCanUseGlobalState = mouse_can_use_global_state;
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bd->MouseCanUseGlobalState = mouse_can_use_global_state;
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@@ -528,11 +531,14 @@ static void ImGui_ImplSDL2_UpdateMouseData()
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// for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
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// for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
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// by the backend, and use its flawed heuristic to guess the viewport behind.
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// by the backend, and use its flawed heuristic to guess the viewport behind.
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// - [X] SDL backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
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// - [X] SDL backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
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- ImGuiID mouse_viewport_id = 0;
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- if (SDL_Window* sdl_mouse_window = SDL_GetWindowFromID(bd->MouseWindowID))
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- if (ImGuiViewport* mouse_viewport = ImGui::FindViewportByPlatformHandle((void*)sdl_mouse_window))
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- mouse_viewport_id = mouse_viewport->ID;
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- io.AddMouseViewportEvent(mouse_viewport_id);
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+ if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
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+ {
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+ ImGuiID mouse_viewport_id = 0;
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+ if (SDL_Window* sdl_mouse_window = SDL_GetWindowFromID(bd->MouseWindowID))
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+ if (ImGuiViewport* mouse_viewport = ImGui::FindViewportByPlatformHandle((void*)sdl_mouse_window))
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+ mouse_viewport_id = mouse_viewport->ID;
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+ io.AddMouseViewportEvent(mouse_viewport_id);
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+ }
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}
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}
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static void ImGui_ImplSDL2_UpdateMouseCursor()
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static void ImGui_ImplSDL2_UpdateMouseCursor()
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