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@@ -74,7 +74,7 @@
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static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
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#endif
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- // SDL Data
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+// SDL Data
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struct ImGui_ImplSDL2_Data
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{
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SDL_Window* Window;
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@@ -254,7 +254,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
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// Our mouse update function expect PlatformHandle to be filled for the main viewport
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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main_viewport->PlatformHandle = (void*)window;
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-#if defined(_WIN32)
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+#ifdef _WIN32
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SDL_SysWMinfo info;
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SDL_VERSION(&info.version);
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if (SDL_GetWindowWMInfo(window, &info))
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@@ -318,7 +318,6 @@ void ImGui_ImplSDL2_Shutdown()
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ImGui_ImplSDL2_ShutdownPlatformInterface();
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- // Destroy last known clipboard data
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if (bd->ClipboardTextData)
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SDL_free(bd->ClipboardTextData);
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for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
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@@ -332,12 +331,12 @@ void ImGui_ImplSDL2_Shutdown()
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// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4.
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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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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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+ ImGuiIO& io = ImGui::GetIO();
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ImVec2 mouse_pos_prev = io.MousePos;
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- io.MouseHoveredViewport = 0;
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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+ io.MouseHoveredViewport = 0;
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// Update mouse buttons
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int mouse_x_local, mouse_y_local;
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@@ -391,7 +390,7 @@ static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
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else
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{
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// Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
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- // Unlike local position obtained earlier this will be valid when straying out of bounds too.
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+ // Unlike local position obtained earlier this will be valid when straying out of bounds.
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int window_x, window_y;
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SDL_GetWindowPosition(mouse_window, &window_x, &window_y);
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io.MousePos = ImVec2((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
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