SDL: On wayland use SDL_GetMouseState (#2802)
When the SDL Video backend is set to wayland the function
`SDL_GetGlobalMouseState` does not work. Most probably a security measure
for programs to not grab everything the user does
https://wiki.libsdl.org/SDL_GetGlobalMouseState
using SDL_GetMouseState https://wiki.libsdl.org/SDL_GetMouseState works
on wayland
diff --git a/examples/imgui_impl_sdl.cpp b/examples/imgui_impl_sdl.cpp
index 05498c0..ac4f55f 100644
--- a/examples/imgui_impl_sdl.cpp
+++ b/examples/imgui_impl_sdl.cpp
@@ -17,6 +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.
// 2019-12-05: 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).
@@ -60,6 +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 const char* ImGui_ImplSDL2_GetClipboardText(void*)
{
@@ -124,6 +126,9 @@
{
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)
@@ -238,13 +243,17 @@
SDL_Window* focused_window = SDL_GetKeyboardFocus();
if (g_Window == focused_window)
{
- // 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.
- int wx, wy;
- SDL_GetWindowPosition(focused_window, &wx, &wy);
- SDL_GetGlobalMouseState(&mx, &my);
- mx -= wx;
- my -= wy;
+ if (!g_VideoDriverIsWayland)
+ {
+ // 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.
+ // Won't use this workaround when on Wayland, as there is no global mouse position.
+ int wx, wy;
+ SDL_GetWindowPosition(focused_window, &wx, &wy);
+ SDL_GetGlobalMouseState(&mx, &my);
+ mx -= wx;
+ my -= wy;
+ }
io.MousePos = ImVec2((float)mx, (float)my);
}