Merge commit '5dd98340099b3f44e06208a3124182bcf818a77e' into refact_and_update_sdl_imgui
This commit is contained in:
192
external/imgui/imgui/backends/imgui_impl_sdl3.cpp
vendored
192
external/imgui/imgui/backends/imgui_impl_sdl3.cpp
vendored
@ -10,7 +10,7 @@
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// Missing features:
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// [x] Platform: Basic IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
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// [ ] Platform: IME SUPPORT IS BROKEN IN SDL3 BECAUSE INPUTS GETS SENT TO BOTH APP AND IME + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@ -22,6 +22,8 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2024-04-15: Inputs: Re-enable calling SDL_StartTextInput()/SDL_StopTextInput() as SDL3 no longer enables it by default and should play nicer with IME.
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// 2024-02-13: Inputs: Fixed gamepad support. Handle gamepad disconnection. Added ImGui_ImplSDL3_SetGamepadMode().
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// 2023-11-13: Updated for recent SDL3 API changes.
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// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
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// 2023-05-04: Fixed build on Emscripten/iOS/Android. (#6391)
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@ -61,16 +63,23 @@
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// SDL Data
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struct ImGui_ImplSDL3_Data
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{
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SDL_Window* Window;
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SDL_Renderer* Renderer;
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Uint64 Time;
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Uint32 MouseWindowID;
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int MouseButtonsDown;
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SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
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SDL_Cursor* LastMouseCursor;
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int PendingMouseLeaveFrame;
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char* ClipboardTextData;
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bool MouseCanUseGlobalState;
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SDL_Window* Window;
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SDL_Renderer* Renderer;
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Uint64 Time;
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char* ClipboardTextData;
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// Mouse handling
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Uint32 MouseWindowID;
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int MouseButtonsDown;
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SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
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SDL_Cursor* MouseLastCursor;
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int MousePendingLeaveFrame;
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bool MouseCanUseGlobalState;
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// Gamepad handling
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ImVector<SDL_Gamepad*> Gamepads;
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ImGui_ImplSDL3_GamepadMode GamepadMode;
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bool WantUpdateGamepadsList;
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ImGui_ImplSDL3_Data() { memset((void*)this, 0, sizeof(*this)); }
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};
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@ -109,6 +118,11 @@ static void ImGui_ImplSDL3_SetPlatformImeData(ImGuiViewport*, ImGuiPlatformImeDa
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r.w = 1;
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r.h = (int)data->InputLineHeight;
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SDL_SetTextInputRect(&r);
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SDL_StartTextInput();
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}
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else
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{
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SDL_StopTextInput();
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}
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}
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@ -312,7 +326,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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case SDL_EVENT_WINDOW_MOUSE_ENTER:
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{
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bd->MouseWindowID = event->window.windowID;
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bd->PendingMouseLeaveFrame = 0;
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bd->MousePendingLeaveFrame = 0;
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return true;
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}
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// - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
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@ -321,7 +335,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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// FIXME: Unconfirmed whether this is still needed with SDL3.
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case SDL_EVENT_WINDOW_MOUSE_LEAVE:
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{
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bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1;
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bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1;
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return true;
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}
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case SDL_EVENT_WINDOW_FOCUS_GAINED:
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@ -330,6 +344,12 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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case SDL_EVENT_WINDOW_FOCUS_LOST:
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io.AddFocusEvent(false);
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return true;
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case SDL_EVENT_GAMEPAD_ADDED:
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case SDL_EVENT_GAMEPAD_REMOVED:
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{
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bd->WantUpdateGamepadsList = true;
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return true;
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}
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}
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return false;
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}
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@ -378,6 +398,10 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
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io.ClipboardUserData = nullptr;
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io.SetPlatformImeDataFn = ImGui_ImplSDL3_SetPlatformImeData;
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// Gamepad handling
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bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst;
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bd->WantUpdateGamepadsList = true;
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// Load mouse cursors
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bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
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bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
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@ -445,6 +469,8 @@ bool ImGui_ImplSDL3_InitForOther(SDL_Window* window)
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return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
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}
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static void ImGui_ImplSDL3_CloseGamepads();
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void ImGui_ImplSDL3_Shutdown()
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{
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ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
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@ -455,7 +481,7 @@ void ImGui_ImplSDL3_Shutdown()
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SDL_free(bd->ClipboardTextData);
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for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
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SDL_DestroyCursor(bd->MouseCursors[cursor_n]);
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bd->LastMouseCursor = nullptr;
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ImGui_ImplSDL3_CloseGamepads();
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io.BackendPlatformName = nullptr;
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io.BackendPlatformUserData = nullptr;
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@ -514,59 +540,119 @@ static void ImGui_ImplSDL3_UpdateMouseCursor()
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{
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// Show OS mouse cursor
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SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];
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if (bd->LastMouseCursor != expected_cursor)
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if (bd->MouseLastCursor != expected_cursor)
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{
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SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
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bd->LastMouseCursor = expected_cursor;
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bd->MouseLastCursor = expected_cursor;
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}
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SDL_ShowCursor();
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}
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}
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static void ImGui_ImplSDL3_CloseGamepads()
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{
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ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
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if (bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual)
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for (SDL_Gamepad* gamepad : bd->Gamepads)
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SDL_CloseGamepad(gamepad);
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bd->Gamepads.resize(0);
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}
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void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array, int manual_gamepads_count)
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{
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ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
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ImGui_ImplSDL3_CloseGamepads();
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if (mode == ImGui_ImplSDL3_GamepadMode_Manual)
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{
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IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0);
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for (int n = 0; n < manual_gamepads_count; n++)
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bd->Gamepads.push_back(manual_gamepads_array[n]);
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}
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else
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{
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IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0);
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bd->WantUpdateGamepadsList = true;
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}
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bd->GamepadMode = mode;
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}
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static void ImGui_ImplSDL3_UpdateGamepadButton(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadButton button_no)
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{
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bool merged_value = false;
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for (SDL_Gamepad* gamepad : bd->Gamepads)
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merged_value |= SDL_GetGamepadButton(gamepad, button_no) != 0;
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io.AddKeyEvent(key, merged_value);
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}
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static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
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static void ImGui_ImplSDL3_UpdateGamepadAnalog(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadAxis axis_no, float v0, float v1)
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{
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float merged_value = 0.0f;
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for (SDL_Gamepad* gamepad : bd->Gamepads)
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{
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float vn = Saturate((float)(SDL_GetGamepadAxis(gamepad, axis_no) - v0) / (float)(v1 - v0));
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if (merged_value < vn)
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merged_value = vn;
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}
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io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value);
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}
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static void ImGui_ImplSDL3_UpdateGamepads()
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{
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ImGuiIO& io = ImGui::GetIO();
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if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
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return;
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ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
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// Get gamepad
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// Update list of gamepads to use
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if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual)
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{
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ImGui_ImplSDL3_CloseGamepads();
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int sdl_gamepads_count = 0;
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SDL_JoystickID* sdl_gamepads = SDL_GetGamepads(&sdl_gamepads_count);
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for (int n = 0; n < sdl_gamepads_count; n++)
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if (SDL_Gamepad* gamepad = SDL_OpenGamepad(sdl_gamepads[n]))
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{
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bd->Gamepads.push_back(gamepad);
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if (bd->GamepadMode == ImGui_ImplSDL3_GamepadMode_AutoFirst)
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break;
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}
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SDL_free(sdl_gamepads);
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bd->WantUpdateGamepadsList = false;
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}
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// FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
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if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
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return;
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io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
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SDL_Gamepad* gamepad = SDL_OpenGamepad(0);
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if (!gamepad)
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if (bd->Gamepads.Size == 0)
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return;
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io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
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// Update gamepad inputs
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#define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
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#define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GetGamepadButton(gamepad, BUTTON_NO) != 0); }
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#define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GetGamepadAxis(gamepad, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); }
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const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
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MAP_BUTTON(ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START);
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MAP_BUTTON(ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK);
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MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square
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MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle
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MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_NORTH); // Xbox Y, PS Triangle
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MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_SOUTH); // Xbox A, PS Cross
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MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
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MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
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MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP);
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MAP_BUTTON(ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
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MAP_BUTTON(ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER);
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MAP_BUTTON(ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER);
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MAP_ANALOG(ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767);
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MAP_ANALOG(ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767);
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MAP_BUTTON(ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK);
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MAP_BUTTON(ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK);
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MAP_ANALOG(ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768);
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MAP_ANALOG(ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767);
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MAP_ANALOG(ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768);
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MAP_ANALOG(ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767);
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MAP_ANALOG(ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768);
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MAP_ANALOG(ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767);
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MAP_ANALOG(ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768);
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MAP_ANALOG(ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767);
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#undef MAP_BUTTON
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#undef MAP_ANALOG
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const int thumb_dead_zone = 8000; // SDL_gamepad.h suggests using this value.
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_NORTH); // Xbox Y, PS Triangle
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_SOUTH); // Xbox A, PS Cross
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767);
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}
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void ImGui_ImplSDL3_NewFrame()
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@ -595,10 +681,10 @@ void ImGui_ImplSDL3_NewFrame()
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io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
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bd->Time = current_time;
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if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
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if (bd->MousePendingLeaveFrame && bd->MousePendingLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
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{
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bd->MouseWindowID = 0;
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bd->PendingMouseLeaveFrame = 0;
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bd->MousePendingLeaveFrame = 0;
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io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
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}
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