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

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@ -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);

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@ -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);

View File

@ -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)

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)

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@ -2483,10 +2483,18 @@ 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;
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);
if (g.IO.MouseWheel != 0.0f)
{
if (g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
{
// Zoom / Scale window
@ -2500,30 +2508,20 @@ void ImGui::NewFrame()
window->Size *= scale;
window->SizeFull *= scale;
}
else if (!g.IO.KeyCtrl)
{
// 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))
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)
if (g.IO.MouseWheelH != 0.0f && scroll_allowed)
{
ImGuiWindow* window = g.HoveredWindow;
// 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.MouseHorizWheel * 10.f);
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;

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@ -931,7 +931,7 @@ 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 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