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Backends: SDL2, SDL3: ignore events of other SDL windows, amends + wr…
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…apping into a function as it'll be convenient for multi-viewport check. (#7853)

+ Misc typo fix.
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ocornut committed Aug 19, 2024
1 parent 591a18a commit 1b61d55
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Showing 4 changed files with 38 additions and 20 deletions.
21 changes: 15 additions & 6 deletions backends/imgui_impl_sdl2.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -21,6 +21,7 @@

// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-08-19: ImGui_ImplSDL2_ProcessEvent() now ignores events intended for other SDL windows. (#7853)
// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.
// 2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library.
// 2024-02-14: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadMode().
Expand Down Expand Up @@ -110,6 +111,7 @@
struct ImGui_ImplSDL2_Data
{
SDL_Window* Window;
Uint32 WindowID;
SDL_Renderer* Renderer;
Uint64 Time;
char* ClipboardTextData;
Expand Down Expand Up @@ -306,6 +308,12 @@ static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0);
}

static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id)
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : NULL;
}

// 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, 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.
Expand All @@ -321,7 +329,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
{
case SDL_MOUSEMOTION:
{
if (event->motion.windowID != SDL_GetWindowID(bd->Window))
if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == NULL)
return false;
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
Expand All @@ -330,7 +338,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
}
case SDL_MOUSEWHEEL:
{
if (event->wheel.windowID != SDL_GetWindowID(bd->Window))
if (ImGui_ImplSDL2_GetViewportForWindowID(event->wheel.windowID) == NULL)
return false;
//IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
#if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten!
Expand All @@ -350,7 +358,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
{
if (event->button.windowID != SDL_GetWindowID(bd->Window))
if (ImGui_ImplSDL2_GetViewportForWindowID(event->button.windowID) == NULL)
return false;
int mouse_button = -1;
if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
Expand All @@ -367,15 +375,15 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
}
case SDL_TEXTINPUT:
{
if (event->text.windowID != SDL_GetWindowID(bd->Window))
if (ImGui_ImplSDL2_GetViewportForWindowID(event->text.windowID) == NULL)
return false;
io.AddInputCharactersUTF8(event->text.text);
return true;
}
case SDL_KEYDOWN:
case SDL_KEYUP:
{
if (event->key.windowID != SDL_GetWindowID(bd->Window))
if (ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID) == NULL)
return false;
ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
ImGuiKey key = ImGui_ImplSDL2_KeyEventToImGuiKey(event->key.keysym.sym, event->key.keysym.scancode);
Expand All @@ -385,7 +393,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
}
case SDL_WINDOWEVENT:
{
if (event->window.windowID != SDL_GetWindowID(bd->Window))
if (ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID) == NULL)
return false;
// - 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.
Expand Down Expand Up @@ -445,6 +453,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)

bd->Window = window;
bd->WindowID = SDL_GetWindowID(window);
bd->Renderer = renderer;
bd->MouseCanUseGlobalState = mouse_can_use_global_state;

Expand Down
34 changes: 21 additions & 13 deletions backends/imgui_impl_sdl3.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -21,6 +21,7 @@

// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-08-19: ImGui_ImplSDL3_ProcessEvent() now ignores events intended for other SDL windows. (#7853)
// 2024-07-22: Update for SDL3 api changes: SDL_GetGamepads() memory ownership change. (#7807)
// 2024-07-18: Update for SDL3 api changes: SDL_GetClipboardText() memory ownership change. (#7801)
// 2024-07-15: Update for SDL3 api changes: SDL_GetProperty() change to SDL_GetPointerProperty(). (#7794)
Expand Down Expand Up @@ -80,6 +81,7 @@
struct ImGui_ImplSDL3_Data
{
SDL_Window* Window;
SDL_WindowID WindowID;
SDL_Renderer* Renderer;
Uint64 Time;
char* ClipboardTextData;
Expand Down Expand Up @@ -292,6 +294,13 @@ static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_KMOD_GUI) != 0);
}


static ImGuiViewport* ImGui_ImplSDL3_GetViewportForWindowID(SDL_WindowID window_id)
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : NULL;
}

// 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, 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.
Expand All @@ -307,7 +316,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
{
case SDL_EVENT_MOUSE_MOTION:
{
if (event->motion.windowID != SDL_GetWindowID(bd->Window))
if (ImGui_ImplSDL3_GetViewportForWindowID(event->motion.windowID) == NULL)
return false;
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
Expand All @@ -316,7 +325,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
}
case SDL_EVENT_MOUSE_WHEEL:
{
if (event->wheel.windowID != SDL_GetWindowID(bd->Window))
if (ImGui_ImplSDL3_GetViewportForWindowID(event->wheel.windowID) == NULL)
return false;
//IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
float wheel_x = -event->wheel.x;
Expand All @@ -331,7 +340,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
case SDL_EVENT_MOUSE_BUTTON_DOWN:
case SDL_EVENT_MOUSE_BUTTON_UP:
{
if (event->button.windowID != SDL_GetWindowID(bd->Window))
if (ImGui_ImplSDL3_GetViewportForWindowID(event->button.windowID) == NULL)
return false;
int mouse_button = -1;
if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
Expand All @@ -348,15 +357,15 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
}
case SDL_EVENT_TEXT_INPUT:
{
if (event->text.windowID != SDL_GetWindowID(bd->Window))
if (ImGui_ImplSDL3_GetViewportForWindowID(event->text.windowID) == NULL)
return false;
io.AddInputCharactersUTF8(event->text.text);
return true;
}
case SDL_EVENT_KEY_DOWN:
case SDL_EVENT_KEY_UP:
{
if (event->key.windowID != SDL_GetWindowID(bd->Window))
if (ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID) == NULL)
return false;
//IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%d: key=%d, scancode=%d, mod=%X\n", (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP", event->key.key, event->key.scancode, event->key.mod);
ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.mod);
Expand All @@ -367,7 +376,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
}
case SDL_EVENT_WINDOW_MOUSE_ENTER:
{
if (event->window.windowID != SDL_GetWindowID(bd->Window))
if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL)
return false;
bd->MouseWindowID = event->window.windowID;
bd->MousePendingLeaveFrame = 0;
Expand All @@ -379,21 +388,19 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
// FIXME: Unconfirmed whether this is still needed with SDL3.
case SDL_EVENT_WINDOW_MOUSE_LEAVE:
{
if (event->window.windowID != SDL_GetWindowID(bd->Window))
if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL)
return false;
bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1;
return true;
}
case SDL_EVENT_WINDOW_FOCUS_GAINED:
if (event->window.windowID != SDL_GetWindowID(bd->Window))
return false;
io.AddFocusEvent(true);
return true;
case SDL_EVENT_WINDOW_FOCUS_LOST:
if (event->window.windowID != SDL_GetWindowID(bd->Window))
{
if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL)
return false;
io.AddFocusEvent(false);
io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED);
return true;
}
case SDL_EVENT_GAMEPAD_ADDED:
case SDL_EVENT_GAMEPAD_REMOVED:
{
Expand Down Expand Up @@ -441,6 +448,7 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)

bd->Window = window;
bd->WindowID = SDL_GetWindowID(window);
bd->Renderer = renderer;
bd->MouseCanUseGlobalState = mouse_can_use_global_state;

Expand Down
1 change: 1 addition & 0 deletions docs/CHANGELOG.txt
Original file line number Diff line number Diff line change
Expand Up @@ -50,6 +50,7 @@ Other changes:
- TextLink(), TextLinkOpenURL(): change mouse cursor to Hand shape when hovered. (#7885, #7660)
- Backends: GLFW: added ImGui_ImplGlfw_Sleep() helper function because GLFW does not
provide a way to do a portable sleep. (#7844)
- Backends: SDL2, SDL3: ignore events of other SDL windows. (#7853) [@madebr, @ocornut]
- Examples: GLFW (all), SDL2 (all), SDL3 (all), Win32+OpenGL3: rework examples main loop
to handle minimization without burning CPU or GPU by running unthrottled code. (#7844)

Expand Down
2 changes: 1 addition & 1 deletion imgui.h
Original file line number Diff line number Diff line change
Expand Up @@ -3385,7 +3385,7 @@ struct ImFontAtlas
struct ImFont
{
// Members: Hot ~20/24 bytes (for CalcTextSize)
ImVector<float> IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI).
ImVector<float> IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this info, and are often bottleneck in large UI).
float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX
float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading)

Expand Down

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