mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-04 12:08:47 +02:00
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:
@ -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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