From daddd09cd588d828c2362172e8404e8ef16c468b Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 20 Feb 2018 14:23:22 +0100 Subject: [PATCH] Examples: Mouse cursor handling comments/tweaks to homogenize. (#1495) --- .../opengl2_example/imgui_impl_glfw_gl2.cpp | 4 +-- .../opengl3_example/imgui_impl_glfw_gl3.cpp | 4 +-- .../imgui_impl_sdl_gl2.cpp | 29 ++++++++++--------- .../imgui_impl_sdl_gl3.cpp | 29 ++++++++++--------- .../vulkan_example/imgui_impl_glfw_vulkan.cpp | 4 +-- 5 files changed, 38 insertions(+), 32 deletions(-) diff --git a/examples/opengl2_example/imgui_impl_glfw_gl2.cpp b/examples/opengl2_example/imgui_impl_glfw_gl2.cpp index 19b2cdc329fa..259e5a2aff46 100644 --- a/examples/opengl2_example/imgui_impl_glfw_gl2.cpp +++ b/examples/opengl2_example/imgui_impl_glfw_gl2.cpp @@ -337,7 +337,7 @@ void ImGui_ImplGlfwGL2_NewFrame() g_MouseJustPressed[i] = false; } - // Update mouse cursor + // Update OS/hardware mouse cursor if imgui isn't drawing a software cursor ImGuiMouseCursor cursor = ImGui::GetMouseCursor(); if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None) { @@ -345,8 +345,8 @@ void ImGui_ImplGlfwGL2_NewFrame() } else { - glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); glfwSetCursor(g_Window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]); + glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); } // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. diff --git a/examples/opengl3_example/imgui_impl_glfw_gl3.cpp b/examples/opengl3_example/imgui_impl_glfw_gl3.cpp index 65356846855b..84c1118bc406 100644 --- a/examples/opengl3_example/imgui_impl_glfw_gl3.cpp +++ b/examples/opengl3_example/imgui_impl_glfw_gl3.cpp @@ -452,7 +452,7 @@ void ImGui_ImplGlfwGL3_NewFrame() g_MouseJustPressed[i] = false; } - // Update mouse cursor + // Update OS/hardware mouse cursor if imgui isn't drawing a software cursor ImGuiMouseCursor cursor = ImGui::GetMouseCursor(); if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None) { @@ -460,8 +460,8 @@ void ImGui_ImplGlfwGL3_NewFrame() } else { - glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); glfwSetCursor(g_Window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]); + glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); } // Gamepad navigation mapping [BETA] diff --git a/examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp b/examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp index 769ebb9fd531..c99aaa08bfba 100644 --- a/examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp +++ b/examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp @@ -44,7 +44,7 @@ static Uint64 g_Time = 0; static bool g_MousePressed[3] = { false, false, false }; static GLuint g_FontTexture = 0; -static SDL_Cursor* g_SdlCursors[ImGuiMouseCursor_Count_] = { 0 }; +static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_Count_] = { 0 }; // OpenGL2 Render function. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) @@ -252,13 +252,13 @@ bool ImGui_ImplSdlGL2_Init(SDL_Window* window) io.GetClipboardTextFn = ImGui_ImplSdlGL2_GetClipboardText; io.ClipboardUserData = NULL; - g_SdlCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); - g_SdlCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); - g_SdlCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); - g_SdlCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); - g_SdlCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); - g_SdlCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); - g_SdlCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); + g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); + g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); + g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); + g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); + g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); + g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); + g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); #ifdef _WIN32 SDL_SysWMinfo wmInfo; @@ -274,10 +274,13 @@ bool ImGui_ImplSdlGL2_Init(SDL_Window* window) void ImGui_ImplSdlGL2_Shutdown() { - ImGui_ImplSdlGL2_InvalidateDeviceObjects(); - + // Destroy SDL mouse cursors for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_Count_; cursor_n++) - SDL_FreeCursor(g_SdlCursors[cursor_n]); + SDL_FreeCursor(g_MouseCursors[cursor_n]); + memset(g_MouseCursors, 0, sizeof(g_MouseCursors)); + + // Destroy OpenGL objects + ImGui_ImplSdlGL2_InvalidateDeviceObjects(); } void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window) @@ -326,7 +329,7 @@ void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window) io.MousePos = ImVec2((float)mx, (float)my); #endif - // Hide OS mouse cursor if ImGui is drawing it + // Update OS/hardware mouse cursor if imgui isn't drawing a software cursor ImGuiMouseCursor cursor = ImGui::GetMouseCursor(); if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None) { @@ -334,7 +337,7 @@ void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window) } else { - SDL_SetCursor(g_SdlCursors[cursor]); + SDL_SetCursor(g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]); SDL_ShowCursor(1); } diff --git a/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp b/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp index 585439abdcc4..f9c4be03e643 100644 --- a/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp +++ b/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp @@ -46,7 +46,7 @@ static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; -static SDL_Cursor* g_SdlCursors[ImGuiMouseCursor_Count_] = { 0 }; +static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_Count_] = { 0 }; // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. @@ -366,13 +366,13 @@ bool ImGui_ImplSdlGL3_Init(SDL_Window* window) io.GetClipboardTextFn = ImGui_ImplSdlGL3_GetClipboardText; io.ClipboardUserData = NULL; - g_SdlCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); - g_SdlCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); - g_SdlCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); - g_SdlCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); - g_SdlCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); - g_SdlCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); - g_SdlCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); + g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); + g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); + g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); + g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); + g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); + g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); + g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); #ifdef _WIN32 SDL_SysWMinfo wmInfo; @@ -388,10 +388,13 @@ bool ImGui_ImplSdlGL3_Init(SDL_Window* window) void ImGui_ImplSdlGL3_Shutdown() { - ImGui_ImplSdlGL3_InvalidateDeviceObjects(); - + // Destroy SDL mouse cursors for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_Count_; cursor_n++) - SDL_FreeCursor(g_SdlCursors[cursor_n]); + SDL_FreeCursor(g_MouseCursors[cursor_n]); + memset(g_MouseCursors, 0, sizeof(g_MouseCursors)); + + // Destroy OpenGL objects + ImGui_ImplSdlGL3_InvalidateDeviceObjects(); } void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window) @@ -440,7 +443,7 @@ void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window) io.MousePos = ImVec2((float)mx, (float)my); #endif - // Hide OS mouse cursor if ImGui is drawing it + // Update OS/hardware mouse cursor if imgui isn't drawing a software cursor ImGuiMouseCursor cursor = ImGui::GetMouseCursor(); if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None) { @@ -448,7 +451,7 @@ void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window) } else { - SDL_SetCursor(g_SdlCursors[cursor]); + SDL_SetCursor(g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]); SDL_ShowCursor(1); } diff --git a/examples/vulkan_example/imgui_impl_glfw_vulkan.cpp b/examples/vulkan_example/imgui_impl_glfw_vulkan.cpp index a2f02b2b46bc..8f9fa654a04b 100644 --- a/examples/vulkan_example/imgui_impl_glfw_vulkan.cpp +++ b/examples/vulkan_example/imgui_impl_glfw_vulkan.cpp @@ -864,7 +864,7 @@ void ImGui_ImplGlfwVulkan_NewFrame() g_MouseJustPressed[i] = false; } - // Update mouse cursor + // Update OS/hardware mouse cursor if imgui isn't drawing a software cursor ImGuiMouseCursor cursor = ImGui::GetMouseCursor(); if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None) { @@ -872,8 +872,8 @@ void ImGui_ImplGlfwVulkan_NewFrame() } else { - glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); glfwSetCursor(g_Window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]); + glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); } // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.