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Horizontal mouse wheel: renamed io.MouseHorizWheel to io.MouseWheelH. Reorganized the code in NewFrame(). Examples: Updated GLFW+GL and SDL+GL accordingly. (#1463)
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6f6b6194b2
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0b1fecb792
@ -31,8 +31,7 @@
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static GLFWwindow* g_Window = NULL;
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static double g_Time = 0.0f;
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static bool g_MouseJustPressed[3] = { false, false, false };
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static float g_MouseHorizWheel = 0.0f;
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static float g_MouseWheel = 0.0f;
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static ImVec2 g_MouseWheel = ImVec2(0.0f, 0.0f);
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static GLuint g_FontTexture = 0;
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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@ -137,8 +136,8 @@ void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow*, int button, int action,
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void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow*, double xoffset, double yoffset)
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{
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g_MouseHorizWheel += (float)xoffset; // Use fractional mouse wheel.
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g_MouseWheel += (float)yoffset;
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g_MouseWheel.x += (float)xoffset; // Use fractional mouse wheel.
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g_MouseWheel.y += (float)yoffset;
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}
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void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
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@ -297,9 +296,9 @@ void ImGui_ImplGlfwGL2_NewFrame()
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g_MouseJustPressed[i] = false;
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}
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io.MouseHorizWheel = g_MouseHorizWheel;
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io.MouseWheel = g_MouseWheel;
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g_MouseHorizWheel = g_MouseWheel = 0.0f;
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io.MouseWheel = g_MouseWheel.y;
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io.MouseWheelH = g_MouseWheel.x;
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g_MouseWheel.x = g_MouseWheel.x = 0.0f;
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// Hide OS mouse cursor if ImGui is drawing it
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glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
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@ -25,8 +25,7 @@
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static GLFWwindow* g_Window = NULL;
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static double g_Time = 0.0f;
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static bool g_MouseJustPressed[3] = { false, false, false };
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static float g_MouseHorizWheel = 0.0f;
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static float g_MouseWheel = 0.0f;
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static ImVec2 g_MouseWheel = ImVec2(0.0f, 0.0f);
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static GLuint g_FontTexture = 0;
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static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
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static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
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@ -158,8 +157,8 @@ void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow*, int button, int action,
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void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow*, double xoffset, double yoffset)
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{
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g_MouseHorizWheel += (float)xoffset; // Use fractional mouse wheel.
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g_MouseWheel += (float)yoffset;
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g_MouseWheel.x += (float)xoffset; // Use fractional mouse wheel.
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g_MouseWheel.y += (float)yoffset;
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}
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void ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
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@ -409,9 +408,9 @@ void ImGui_ImplGlfwGL3_NewFrame()
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g_MouseJustPressed[i] = false;
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}
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io.MouseHorizWheel = g_MouseHorizWheel;
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io.MouseWheel = g_MouseWheel;
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g_MouseHorizWheel = g_MouseWheel = 0.0f;
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io.MouseWheel = g_MouseWheel.y;
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io.MouseWheelH = g_MouseWheel.x;
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g_MouseWheel.x = g_MouseWheel.x = 0.0f;
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// Hide OS mouse cursor if ImGui is drawing it
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glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
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@ -24,8 +24,7 @@
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// Data
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static double g_Time = 0.0f;
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static bool g_MousePressed[3] = { false, false, false };
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static float g_MouseHorizWheel = 0.0f;
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static float g_MouseWheel = 0.0f;
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static ImVec2 g_MouseWheel = ImVec2(0.0f, 0.0f);
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static GLuint g_FontTexture = 0;
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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@ -133,14 +132,10 @@ bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event)
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{
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case SDL_MOUSEWHEEL:
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{
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if (event->wheel.x > 0)
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g_MouseHorizWheel = 1;
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if (event->wheel.x < 0)
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g_MouseHorizWheel = -1;
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if (event->wheel.y > 0)
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g_MouseWheel = 1;
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if (event->wheel.y < 0)
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g_MouseWheel = -1;
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if (event->wheel.x > 0) g_MouseWheel.x = +1;
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if (event->wheel.x < 0) g_MouseWheel.x = -1;
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if (event->wheel.y > 0) g_MouseWheel.y = +1;
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if (event->wheel.y < 0) g_MouseWheel.y = -1;
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return true;
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}
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case SDL_MOUSEBUTTONDOWN:
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@ -279,13 +274,13 @@ void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window)
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int mx, my;
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Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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io.MouseWheel = g_MouseWheel;
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io.MouseHorizWheel = g_MouseHorizWheel;
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io.MouseWheel = g_MouseWheel.y;
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io.MouseWheelH = g_MouseWheel.x;
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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.
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io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
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io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
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g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
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g_MouseWheel = g_MouseHorizWheel = 0.0f;
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g_MouseWheel.x = g_MouseWheel.x = 0.0f;
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// 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)
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#if (SDL_MAJOR_VERSION >= 2) && (SDL_MINOR_VERSION >= 0) && (SDL_PATCHLEVEL >= 4)
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@ -19,8 +19,7 @@
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// Data
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static double g_Time = 0.0f;
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static bool g_MousePressed[3] = { false, false, false };
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static float g_MouseHorizWheel = 0.0f;
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static float g_MouseWheel = 0.0f;
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static ImVec2 g_MouseWheel = ImVec2(0.0f, 0.0f);
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static GLuint g_FontTexture = 0;
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static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
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static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
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@ -155,14 +154,10 @@ bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event)
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{
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case SDL_MOUSEWHEEL:
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{
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if (event->wheel.x > 0)
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g_MouseHorizWheel = 1;
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if (event->wheel.x < 0)
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g_MouseHorizWheel = -1;
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if (event->wheel.y > 0)
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g_MouseWheel = 1;
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if (event->wheel.y < 0)
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g_MouseWheel = -1;
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if (event->wheel.x > 0) g_MouseWheel.x = +1;
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if (event->wheel.x < 0) g_MouseWheel.x = -1;
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if (event->wheel.y > 0) g_MouseWheel.y = +1;
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if (event->wheel.y < 0) g_MouseWheel.y = -1;
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return true;
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}
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case SDL_MOUSEBUTTONDOWN:
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@ -390,13 +385,13 @@ void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window)
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int mx, my;
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Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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io.MouseWheel = g_MouseWheel;
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io.MouseHorizWheel = g_MouseHorizWheel;
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io.MouseWheel = g_MouseWheel.y;
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io.MouseWheelH = g_MouseWheel.x;
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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.
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io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
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io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
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g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
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g_MouseHorizWheel = g_MouseWheel = 0.0f;
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g_MouseWheel.x = g_MouseWheel.x = 0.0f;
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// 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)
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#if (SDL_MAJOR_VERSION >= 2) && (SDL_MINOR_VERSION >= 0) && (SDL_PATCHLEVEL >= 4)
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60
imgui.cpp
60
imgui.cpp
@ -2483,47 +2483,45 @@ void ImGui::NewFrame()
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if (!mouse_avail_to_imgui && !mouse_dragging_extern_payload)
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g.HoveredWindow = g.HoveredRootWindow = NULL;
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// Scale & Scrolling
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if (g.HoveredWindow && g.IO.MouseWheel != 0.0f && !g.HoveredWindow->Collapsed)
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// Mouse wheel scrolling, scale
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if (g.HoveredWindow && !g.HoveredWindow->Collapsed && (g.IO.MouseWheel != 0.0f || g.IO.MouseWheelH != 0.0f))
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{
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// 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).
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ImGuiWindow* window = g.HoveredWindow;
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if (g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
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{
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// Zoom / Scale window
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const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
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const float scale = new_font_scale / window->FontWindowScale;
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window->FontWindowScale = new_font_scale;
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ImGuiWindow* scroll_window = window;
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while ((scroll_window->Flags & ImGuiWindowFlags_ChildWindow) && (scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoScrollbar) && !(scroll_window->Flags & ImGuiWindowFlags_NoInputs) && scroll_window->ParentWindow)
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scroll_window = scroll_window->ParentWindow;
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const bool scroll_allowed = !(scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoInputs);
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const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
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window->Pos += offset;
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window->PosFloat += offset;
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window->Size *= scale;
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window->SizeFull *= scale;
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}
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else if (!g.IO.KeyCtrl)
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if (g.IO.MouseWheel != 0.0f)
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{
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// Mouse wheel Scrolling
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// 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).
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ImGuiWindow* scroll_window = window;
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while ((scroll_window->Flags & ImGuiWindowFlags_ChildWindow) && (scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoScrollbar) && !(scroll_window->Flags & ImGuiWindowFlags_NoInputs) && scroll_window->ParentWindow)
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scroll_window = scroll_window->ParentWindow;
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if (!(scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoInputs))
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if (g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
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{
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// Zoom / Scale window
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const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
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const float scale = new_font_scale / window->FontWindowScale;
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window->FontWindowScale = new_font_scale;
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const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
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window->Pos += offset;
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window->PosFloat += offset;
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window->Size *= scale;
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window->SizeFull *= scale;
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}
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else if (!g.IO.KeyCtrl && scroll_allowed)
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{
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// Mouse wheel vertical scrolling
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float scroll_amount = 5 * scroll_window->CalcFontSize();
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scroll_amount = (float)(int)ImMin(scroll_amount, (scroll_window->ContentsRegionRect.GetHeight() + scroll_window->WindowPadding.y * 2.0f) * 0.67f);
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SetWindowScrollY(scroll_window, scroll_window->Scroll.y - g.IO.MouseWheel * scroll_amount);
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}
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}
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}
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// Horizontal wheel scrolling; for consistency, only allowed if Ctrl is not pressed.
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if (g.HoveredWindow && g.IO.MouseHorizWheel != 0.0f && !g.HoveredWindow->Collapsed)
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{
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ImGuiWindow* window = g.HoveredWindow;
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if (!g.IO.KeyCtrl && !(window->Flags & ImGuiWindowFlags_NoScrollWithMouse))
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if (g.IO.MouseWheelH != 0.0f && scroll_allowed)
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{
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SetWindowScrollX(window, window->Scroll.x - g.IO.MouseHorizWheel * 10.f);
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// Mouse wheel horizontal scrolling (for hardware that supports it)
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float scroll_amount = scroll_window->CalcFontSize();
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if (!g.IO.KeyCtrl && !(window->Flags & ImGuiWindowFlags_NoScrollWithMouse))
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SetWindowScrollX(window, window->Scroll.x - g.IO.MouseWheelH * scroll_amount);
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}
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}
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@ -3040,7 +3038,7 @@ void ImGui::EndFrame()
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g.Windows.swap(g.WindowsSortBuffer);
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// Clear Input data for next frame
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g.IO.MouseWheel = 0.0f;
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g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
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memset(g.IO.InputCharacters, 0, sizeof(g.IO.InputCharacters));
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g.FrameCountEnded = g.FrameCount;
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4
imgui.h
4
imgui.h
@ -930,8 +930,8 @@ struct ImGuiIO
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ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
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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.
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float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text.
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float MouseHorizWheel; // Horizontal mouse wheel
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float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text.
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float MouseWheelH; // Mouse wheel (Horizontal). Most users don't have a mouse with an horizontal wheel, may not be filled by all back ends.
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bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
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bool KeyCtrl; // Keyboard modifier pressed: Control
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bool KeyShift; // Keyboard modifier pressed: Shift
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