mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-14 17:07:01 +00:00
Horizontal mouse wheel: renamed io.MouseHorizWheel to io.MouseWheelH. Reorganized the code in NewFrame(). Examples: Updated GLFW+GL and SDL+GL accordingly. (#1463)
This commit is contained in:
parent
6f6b6194b2
commit
0b1fecb792
@ -31,8 +31,7 @@
|
||||
static GLFWwindow* g_Window = NULL;
|
||||
static double g_Time = 0.0f;
|
||||
static bool g_MouseJustPressed[3] = { false, false, false };
|
||||
static float g_MouseHorizWheel = 0.0f;
|
||||
static float g_MouseWheel = 0.0f;
|
||||
static ImVec2 g_MouseWheel = ImVec2(0.0f, 0.0f);
|
||||
static GLuint g_FontTexture = 0;
|
||||
|
||||
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
|
||||
@ -137,8 +136,8 @@ void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow*, int button, int action,
|
||||
|
||||
void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow*, double xoffset, double yoffset)
|
||||
{
|
||||
g_MouseHorizWheel += (float)xoffset; // Use fractional mouse wheel.
|
||||
g_MouseWheel += (float)yoffset;
|
||||
g_MouseWheel.x += (float)xoffset; // Use fractional mouse wheel.
|
||||
g_MouseWheel.y += (float)yoffset;
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
|
||||
@ -297,9 +296,9 @@ void ImGui_ImplGlfwGL2_NewFrame()
|
||||
g_MouseJustPressed[i] = false;
|
||||
}
|
||||
|
||||
io.MouseHorizWheel = g_MouseHorizWheel;
|
||||
io.MouseWheel = g_MouseWheel;
|
||||
g_MouseHorizWheel = g_MouseWheel = 0.0f;
|
||||
io.MouseWheel = g_MouseWheel.y;
|
||||
io.MouseWheelH = g_MouseWheel.x;
|
||||
g_MouseWheel.x = g_MouseWheel.x = 0.0f;
|
||||
|
||||
// Hide OS mouse cursor if ImGui is drawing it
|
||||
glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
|
||||
|
@ -25,8 +25,7 @@
|
||||
static GLFWwindow* g_Window = NULL;
|
||||
static double g_Time = 0.0f;
|
||||
static bool g_MouseJustPressed[3] = { false, false, false };
|
||||
static float g_MouseHorizWheel = 0.0f;
|
||||
static float g_MouseWheel = 0.0f;
|
||||
static ImVec2 g_MouseWheel = ImVec2(0.0f, 0.0f);
|
||||
static GLuint g_FontTexture = 0;
|
||||
static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
|
||||
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
|
||||
@ -158,8 +157,8 @@ void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow*, int button, int action,
|
||||
|
||||
void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow*, double xoffset, double yoffset)
|
||||
{
|
||||
g_MouseHorizWheel += (float)xoffset; // Use fractional mouse wheel.
|
||||
g_MouseWheel += (float)yoffset;
|
||||
g_MouseWheel.x += (float)xoffset; // Use fractional mouse wheel.
|
||||
g_MouseWheel.y += (float)yoffset;
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
|
||||
@ -409,9 +408,9 @@ void ImGui_ImplGlfwGL3_NewFrame()
|
||||
g_MouseJustPressed[i] = false;
|
||||
}
|
||||
|
||||
io.MouseHorizWheel = g_MouseHorizWheel;
|
||||
io.MouseWheel = g_MouseWheel;
|
||||
g_MouseHorizWheel = g_MouseWheel = 0.0f;
|
||||
io.MouseWheel = g_MouseWheel.y;
|
||||
io.MouseWheelH = g_MouseWheel.x;
|
||||
g_MouseWheel.x = g_MouseWheel.x = 0.0f;
|
||||
|
||||
// Hide OS mouse cursor if ImGui is drawing it
|
||||
glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
|
||||
|
@ -24,8 +24,7 @@
|
||||
// Data
|
||||
static double g_Time = 0.0f;
|
||||
static bool g_MousePressed[3] = { false, false, false };
|
||||
static float g_MouseHorizWheel = 0.0f;
|
||||
static float g_MouseWheel = 0.0f;
|
||||
static ImVec2 g_MouseWheel = ImVec2(0.0f, 0.0f);
|
||||
static GLuint g_FontTexture = 0;
|
||||
|
||||
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
|
||||
@ -133,14 +132,10 @@ bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event)
|
||||
{
|
||||
case SDL_MOUSEWHEEL:
|
||||
{
|
||||
if (event->wheel.x > 0)
|
||||
g_MouseHorizWheel = 1;
|
||||
if (event->wheel.x < 0)
|
||||
g_MouseHorizWheel = -1;
|
||||
if (event->wheel.y > 0)
|
||||
g_MouseWheel = 1;
|
||||
if (event->wheel.y < 0)
|
||||
g_MouseWheel = -1;
|
||||
if (event->wheel.x > 0) g_MouseWheel.x = +1;
|
||||
if (event->wheel.x < 0) g_MouseWheel.x = -1;
|
||||
if (event->wheel.y > 0) g_MouseWheel.y = +1;
|
||||
if (event->wheel.y < 0) g_MouseWheel.y = -1;
|
||||
return true;
|
||||
}
|
||||
case SDL_MOUSEBUTTONDOWN:
|
||||
@ -279,13 +274,13 @@ void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window)
|
||||
int mx, my;
|
||||
Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
|
||||
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
|
||||
io.MouseWheel = g_MouseWheel;
|
||||
io.MouseHorizWheel = g_MouseHorizWheel;
|
||||
io.MouseWheel = g_MouseWheel.y;
|
||||
io.MouseWheelH = g_MouseWheel.x;
|
||||
io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
||||
io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
|
||||
io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
|
||||
g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
|
||||
g_MouseWheel = g_MouseHorizWheel = 0.0f;
|
||||
g_MouseWheel.x = g_MouseWheel.x = 0.0f;
|
||||
|
||||
// We need to use SDL_CaptureMouse() to easily retrieve mouse coordinates outside of the client area. This is only supported from SDL 2.0.4 (released Jan 2016)
|
||||
#if (SDL_MAJOR_VERSION >= 2) && (SDL_MINOR_VERSION >= 0) && (SDL_PATCHLEVEL >= 4)
|
||||
|
@ -19,8 +19,7 @@
|
||||
// Data
|
||||
static double g_Time = 0.0f;
|
||||
static bool g_MousePressed[3] = { false, false, false };
|
||||
static float g_MouseHorizWheel = 0.0f;
|
||||
static float g_MouseWheel = 0.0f;
|
||||
static ImVec2 g_MouseWheel = ImVec2(0.0f, 0.0f);
|
||||
static GLuint g_FontTexture = 0;
|
||||
static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
|
||||
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
|
||||
@ -155,14 +154,10 @@ bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event)
|
||||
{
|
||||
case SDL_MOUSEWHEEL:
|
||||
{
|
||||
if (event->wheel.x > 0)
|
||||
g_MouseHorizWheel = 1;
|
||||
if (event->wheel.x < 0)
|
||||
g_MouseHorizWheel = -1;
|
||||
if (event->wheel.y > 0)
|
||||
g_MouseWheel = 1;
|
||||
if (event->wheel.y < 0)
|
||||
g_MouseWheel = -1;
|
||||
if (event->wheel.x > 0) g_MouseWheel.x = +1;
|
||||
if (event->wheel.x < 0) g_MouseWheel.x = -1;
|
||||
if (event->wheel.y > 0) g_MouseWheel.y = +1;
|
||||
if (event->wheel.y < 0) g_MouseWheel.y = -1;
|
||||
return true;
|
||||
}
|
||||
case SDL_MOUSEBUTTONDOWN:
|
||||
@ -390,13 +385,13 @@ void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window)
|
||||
int mx, my;
|
||||
Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
|
||||
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
|
||||
io.MouseWheel = g_MouseWheel;
|
||||
io.MouseHorizWheel = g_MouseHorizWheel;
|
||||
io.MouseWheel = g_MouseWheel.y;
|
||||
io.MouseWheelH = g_MouseWheel.x;
|
||||
io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
||||
io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
|
||||
io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
|
||||
g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
|
||||
g_MouseHorizWheel = g_MouseWheel = 0.0f;
|
||||
g_MouseWheel.x = g_MouseWheel.x = 0.0f;
|
||||
|
||||
// We need to use SDL_CaptureMouse() to easily retrieve mouse coordinates outside of the client area. This is only supported from SDL 2.0.4 (released Jan 2016)
|
||||
#if (SDL_MAJOR_VERSION >= 2) && (SDL_MINOR_VERSION >= 0) && (SDL_PATCHLEVEL >= 4)
|
||||
|
60
imgui.cpp
60
imgui.cpp
@ -2483,47 +2483,45 @@ void ImGui::NewFrame()
|
||||
if (!mouse_avail_to_imgui && !mouse_dragging_extern_payload)
|
||||
g.HoveredWindow = g.HoveredRootWindow = NULL;
|
||||
|
||||
// Scale & Scrolling
|
||||
if (g.HoveredWindow && g.IO.MouseWheel != 0.0f && !g.HoveredWindow->Collapsed)
|
||||
// Mouse wheel scrolling, scale
|
||||
if (g.HoveredWindow && !g.HoveredWindow->Collapsed && (g.IO.MouseWheel != 0.0f || g.IO.MouseWheelH != 0.0f))
|
||||
{
|
||||
// If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent (unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set).
|
||||
ImGuiWindow* window = g.HoveredWindow;
|
||||
if (g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
|
||||
{
|
||||
// Zoom / Scale window
|
||||
const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
|
||||
const float scale = new_font_scale / window->FontWindowScale;
|
||||
window->FontWindowScale = new_font_scale;
|
||||
ImGuiWindow* scroll_window = window;
|
||||
while ((scroll_window->Flags & ImGuiWindowFlags_ChildWindow) && (scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoScrollbar) && !(scroll_window->Flags & ImGuiWindowFlags_NoInputs) && scroll_window->ParentWindow)
|
||||
scroll_window = scroll_window->ParentWindow;
|
||||
const bool scroll_allowed = !(scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoInputs);
|
||||
|
||||
const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
|
||||
window->Pos += offset;
|
||||
window->PosFloat += offset;
|
||||
window->Size *= scale;
|
||||
window->SizeFull *= scale;
|
||||
}
|
||||
else if (!g.IO.KeyCtrl)
|
||||
if (g.IO.MouseWheel != 0.0f)
|
||||
{
|
||||
// Mouse wheel Scrolling
|
||||
// If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent (unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set).
|
||||
ImGuiWindow* scroll_window = window;
|
||||
while ((scroll_window->Flags & ImGuiWindowFlags_ChildWindow) && (scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoScrollbar) && !(scroll_window->Flags & ImGuiWindowFlags_NoInputs) && scroll_window->ParentWindow)
|
||||
scroll_window = scroll_window->ParentWindow;
|
||||
|
||||
if (!(scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoInputs))
|
||||
if (g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
|
||||
{
|
||||
// Zoom / Scale window
|
||||
const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
|
||||
const float scale = new_font_scale / window->FontWindowScale;
|
||||
window->FontWindowScale = new_font_scale;
|
||||
|
||||
const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
|
||||
window->Pos += offset;
|
||||
window->PosFloat += offset;
|
||||
window->Size *= scale;
|
||||
window->SizeFull *= scale;
|
||||
}
|
||||
else if (!g.IO.KeyCtrl && scroll_allowed)
|
||||
{
|
||||
// Mouse wheel vertical scrolling
|
||||
float scroll_amount = 5 * scroll_window->CalcFontSize();
|
||||
scroll_amount = (float)(int)ImMin(scroll_amount, (scroll_window->ContentsRegionRect.GetHeight() + scroll_window->WindowPadding.y * 2.0f) * 0.67f);
|
||||
SetWindowScrollY(scroll_window, scroll_window->Scroll.y - g.IO.MouseWheel * scroll_amount);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Horizontal wheel scrolling; for consistency, only allowed if Ctrl is not pressed.
|
||||
if (g.HoveredWindow && g.IO.MouseHorizWheel != 0.0f && !g.HoveredWindow->Collapsed)
|
||||
{
|
||||
ImGuiWindow* window = g.HoveredWindow;
|
||||
if (!g.IO.KeyCtrl && !(window->Flags & ImGuiWindowFlags_NoScrollWithMouse))
|
||||
if (g.IO.MouseWheelH != 0.0f && scroll_allowed)
|
||||
{
|
||||
SetWindowScrollX(window, window->Scroll.x - g.IO.MouseHorizWheel * 10.f);
|
||||
// Mouse wheel horizontal scrolling (for hardware that supports it)
|
||||
float scroll_amount = scroll_window->CalcFontSize();
|
||||
if (!g.IO.KeyCtrl && !(window->Flags & ImGuiWindowFlags_NoScrollWithMouse))
|
||||
SetWindowScrollX(window, window->Scroll.x - g.IO.MouseWheelH * scroll_amount);
|
||||
}
|
||||
}
|
||||
|
||||
@ -3040,7 +3038,7 @@ void ImGui::EndFrame()
|
||||
g.Windows.swap(g.WindowsSortBuffer);
|
||||
|
||||
// Clear Input data for next frame
|
||||
g.IO.MouseWheel = 0.0f;
|
||||
g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
|
||||
memset(g.IO.InputCharacters, 0, sizeof(g.IO.InputCharacters));
|
||||
|
||||
g.FrameCountEnded = g.FrameCount;
|
||||
|
4
imgui.h
4
imgui.h
@ -930,8 +930,8 @@ struct ImGuiIO
|
||||
|
||||
ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
|
||||
bool MouseDown[5]; // Mouse buttons: left, right, middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
|
||||
float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text.
|
||||
float MouseHorizWheel; // Horizontal mouse wheel
|
||||
float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text.
|
||||
float MouseWheelH; // Mouse wheel (Horizontal). Most users don't have a mouse with an horizontal wheel, may not be filled by all back ends.
|
||||
bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
|
||||
bool KeyCtrl; // Keyboard modifier pressed: Control
|
||||
bool KeyShift; // Keyboard modifier pressed: Shift
|
||||
|
Loading…
Reference in New Issue
Block a user