update SDL and ImGui - PLEASE READ!
DO THE FOLLOWING COMMANDS AFTER PULLING THIS COMMIT: ``` git submodule update --remote extern/SDL git submodule update --remote extern/imgui ``` OTHERWISE THINGS MAY BREAK
This commit is contained in:
parent
2faf1c1d23
commit
20bdaa4702
|
@ -4,7 +4,7 @@
|
|||
[submodule "extern/SDL"]
|
||||
path = extern/SDL
|
||||
url = https://github.com/libsdl-org/SDL.git
|
||||
branch = main
|
||||
branch = 2.0.22
|
||||
[submodule "extern/libsndfile"]
|
||||
path = extern/libsndfile
|
||||
url = https://github.com/libsndfile/libsndfile.git
|
||||
|
|
|
@ -1 +1 @@
|
|||
Subproject commit 8ce003a42c2ef82b713a21ccf65750d955ff63ef
|
||||
Subproject commit f8e14ad25aa6f0b4bbed411583a9863c855ad9e6
|
|
@ -1 +1 @@
|
|||
Subproject commit 1ee252772ae9c0a971d06257bb5c89f628fa696a
|
||||
Subproject commit 6b5a2426d7a998887cc33f64b147fe1a786d2c8c
|
|
@ -21,8 +21,10 @@
|
|||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2022-03-22: Inputs: Fix mouse position issues when dragging outside of boundaries. SDL_CaptureMouse() erroneously still gives out LEAVE events when hovering OS decorations.
|
||||
// 2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2).
|
||||
// 2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer.
|
||||
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
|
||||
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
|
||||
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
|
||||
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
|
||||
// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
|
||||
|
@ -76,7 +78,7 @@ extern "C" {
|
|||
}
|
||||
#endif
|
||||
|
||||
#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS)
|
||||
#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
|
||||
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
|
||||
#else
|
||||
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
|
||||
|
@ -100,11 +102,12 @@ struct ImGui_ImplSDL2_Data
|
|||
Uint32 MouseWindowID;
|
||||
int MouseButtonsDown;
|
||||
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
|
||||
int PendingMouseLeaveFrame;
|
||||
char* ClipboardTextData;
|
||||
bool MouseCanUseGlobalState;
|
||||
bool UseVulkan;
|
||||
|
||||
ImGui_ImplSDL2_Data() { memset(this, 0, sizeof(*this)); }
|
||||
ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
|
||||
|
@ -259,8 +262,8 @@ static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
|
|||
}
|
||||
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
|
||||
bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||||
|
@ -313,6 +316,8 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
|||
if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
|
||||
if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
|
||||
if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }
|
||||
if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; }
|
||||
if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }
|
||||
if (mouse_button == -1)
|
||||
break;
|
||||
io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN));
|
||||
|
@ -335,16 +340,19 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
|||
}
|
||||
case SDL_WINDOWEVENT:
|
||||
{
|
||||
// When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.
|
||||
// However we won't get a correct LEAVE event for a captured window.
|
||||
// - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.
|
||||
// - However we won't get a correct LEAVE event for a captured window.
|
||||
// - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
|
||||
// causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
|
||||
// we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
|
||||
Uint8 window_event = event->window.event;
|
||||
if (window_event == SDL_WINDOWEVENT_ENTER)
|
||||
bd->MouseWindowID = event->window.windowID;
|
||||
if (window_event == SDL_WINDOWEVENT_LEAVE)
|
||||
{
|
||||
bd->MouseWindowID = 0;
|
||||
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
||||
bd->MouseWindowID = event->window.windowID;
|
||||
bd->PendingMouseLeaveFrame = 0;
|
||||
}
|
||||
if (window_event == SDL_WINDOWEVENT_LEAVE)
|
||||
bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1;
|
||||
if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
|
||||
io.AddFocusEvent(true);
|
||||
else if (window_event == SDL_WINDOWEVENT_FOCUS_LOST)
|
||||
|
@ -709,6 +717,13 @@ void ImGui_ImplSDL2_NewFrame()
|
|||
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
|
||||
bd->Time = current_time;
|
||||
|
||||
if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
|
||||
{
|
||||
bd->MouseWindowID = 0;
|
||||
bd->PendingMouseLeaveFrame = 0;
|
||||
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
||||
}
|
||||
|
||||
ImGui_ImplSDL2_UpdateMouseData();
|
||||
ImGui_ImplSDL2_UpdateMouseCursor();
|
||||
|
||||
|
|
Loading…
Reference in New Issue