Backends: SDL: Wayland: Use SDL_GetMouseState (amend 78ff147) (#2800, 2802)
diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt
index c9ff9b2..0eecd41 100644
--- a/docs/CHANGELOG.txt
+++ b/docs/CHANGELOG.txt
@@ -71,6 +71,8 @@
selection, those new api can fill a gap. [@ShironekoBen]
- Backends: GLFW, SDL, Win32, OSX, Allegro: Added support for ImGuiMouseCursor_NotAllowed. [@rokups]
- Backends: GLFW: Added support for the missing mouse cursors newly added in GLFW 3.4+. [@rokups]
+- Backends: SDL: Wayland: use SDL_GetMouseState (because there is no global mouse state available
+ on Wayland). (#2800, #2802) [@NeroBurner]
- Examples: Explicitly adding -DIMGUI_IMPL_OPENGL_LOADER_GL3W to Makefile to match linking
settings (otherwise if another loader such as Glew is accessible, the opengl3 backend might
automatically use it). [#2919, #2798]
diff --git a/examples/imgui_impl_sdl.cpp b/examples/imgui_impl_sdl.cpp
index ac4f55f..8a295aa 100644
--- a/examples/imgui_impl_sdl.cpp
+++ b/examples/imgui_impl_sdl.cpp
@@ -17,7 +17,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
-// 2019-12-17: Inputs: Use SDL_GetMouseState, because there is no global mouse state on Wayland.
+// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
@@ -61,7 +61,7 @@
static bool g_MousePressed[3] = { false, false, false };
static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
static char* g_ClipboardTextData = NULL;
-static bool g_VideoDriverIsWayland = false;
+static bool g_MouseCanUseGlobalState = true;
static const char* ImGui_ImplSDL2_GetClipboardText(void*)
{
@@ -126,9 +126,6 @@
{
g_Window = window;
- // Check and store if we are on Wayland to not check on every frame.
- g_VideoDriverIsWayland = strncmp(SDL_GetCurrentVideoDriver(), "wayland", 7) == 0;
-
// Setup back-end capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
@@ -163,6 +160,7 @@
io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
io.ClipboardUserData = NULL;
+ // Load mouse cursors
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);
@@ -173,6 +171,9 @@
g_MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
g_MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
+ // Check and store if we are on Wayland
+ g_MouseCanUseGlobalState = strncmp(SDL_GetCurrentVideoDriver(), "wayland", 7) != 0;
+
#ifdef _WIN32
SDL_SysWMinfo wmInfo;
SDL_VERSION(&wmInfo.version);
@@ -243,7 +244,7 @@
SDL_Window* focused_window = SDL_GetKeyboardFocus();
if (g_Window == focused_window)
{
- if (!g_VideoDriverIsWayland)
+ if (g_MouseCanUseGlobalState)
{
// SDL_GetMouseState() gives mouse position seemingly based on the last window entered/focused(?)
// The creation of a new windows at runtime and SDL_CaptureMouse both seems to severely mess up with that, so we retrieve that position globally.