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:
omar
2018-01-20 12:36:16 +01:00
parent 6f6b6194b2
commit 0b1fecb792
6 changed files with 59 additions and 73 deletions

View File

@ -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)