Backends: SDL2, SDL3: systems other than X11 are back to starting mouse capture on mouse down. Only X11 requires waiting for a drag by defaultadded ImGui_ImplSDL2_SetMouseCaptureMode(), ImGui_ImplSDL3_SetMouseCaptureMode(). (#9235, #3650, #6410, #3956, #3835)
Amend aa83d5d455
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@@ -47,4 +47,11 @@ IMGUI_IMPL_API float ImGui_ImplSDL2_GetContentScaleForDisplay(int display_ind
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enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual };
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IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = nullptr, int manual_gamepads_count = -1);
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// (Advanced, for X11 users) Override Mouse Capture mode. Mouse capture allows receiving updated mouse position after clicking inside our window and dragging outside it.
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// Having this 'Enabled' is in theory always better. But, on X11 if you crash/break to debugger while capture is active you may temporarily lose access to your mouse.
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// The best solution is to setup your debugger to automatically release capture, e.g. 'setxkbmap -option grab:break_actions && xdotool key XF86Ungrab' or via a GDB script. See #3650.
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// But you may independently decide on X11, when a debugger is attached, to set this value to ImGui_ImplSDL2_MouseCaptureMode_Disabled.
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enum ImGui_ImplSDL2_MouseCaptureMode { ImGui_ImplSDL2_MouseCaptureMode_Enabled, ImGui_ImplSDL2_MouseCaptureMode_EnabledAfterDrag, ImGui_ImplSDL2_MouseCaptureMode_Disabled };
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IMGUI_IMPL_API void ImGui_ImplSDL2_SetMouseCaptureMode(ImGui_ImplSDL2_MouseCaptureMode mode);
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#endif // #ifndef IMGUI_DISABLE
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