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Merge branch 'master' into viewport
# Conflicts: # examples/imgui_impl_dx10.cpp # examples/imgui_impl_dx11.cpp # examples/imgui_impl_dx12.cpp # examples/imgui_impl_dx9.cpp # examples/opengl2_example/imgui_impl_glfw_gl2.cpp # examples/opengl3_example/imgui_impl_glfw_gl3.cpp # examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp # examples/sdl_opengl2_example/imgui_impl_sdl_gl2.h # examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp # examples/sdl_opengl3_example/imgui_impl_sdl_gl3.h # imgui.cpp
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@ -200,6 +200,11 @@ void ImGui_ImplWin32_NewFrame()
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ImGui::NewFrame();
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}
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// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
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#ifndef WM_MOUSEHWHEEL
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#define WM_MOUSEHWHEEL 0x020E
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#endif
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// Process Win32 mouse/keyboard inputs.
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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