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Examples: SDL: Minor renaming.
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ce17e0f274
commit
15fd5b6c4c
@ -273,15 +273,15 @@ void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window)
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// Setup inputs
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// Setup inputs
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// (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent())
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// (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent())
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int mx, my;
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int mx, my;
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Uint32 mouseMask = SDL_GetMouseState(&mx, &my);
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Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
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if (SDL_GetWindowFlags(window) & SDL_WINDOW_INPUT_FOCUS)
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if (SDL_GetWindowFlags(window) & SDL_WINDOW_INPUT_FOCUS)
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io.MousePos = ImVec2((float)mx, (float)my);
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io.MousePos = ImVec2((float)mx, (float)my);
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else
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else
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io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX);
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io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX);
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io.MouseDown[0] = g_MousePressed[0] || (mouseMask & 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[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] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
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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] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 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_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
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io.MouseWheel = g_MouseWheel;
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io.MouseWheel = g_MouseWheel;
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@ -384,15 +384,15 @@ void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window)
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// Setup inputs
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// Setup inputs
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// (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent())
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// (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent())
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int mx, my;
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int mx, my;
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Uint32 mouseMask = SDL_GetMouseState(&mx, &my);
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Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
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if (SDL_GetWindowFlags(window) & SDL_WINDOW_INPUT_FOCUS)
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if (SDL_GetWindowFlags(window) & SDL_WINDOW_INPUT_FOCUS)
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io.MousePos = ImVec2((float)mx, (float)my);
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io.MousePos = ImVec2((float)mx, (float)my);
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else
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else
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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io.MouseDown[0] = g_MousePressed[0] || (mouseMask & 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[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] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
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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] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 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_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
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io.MouseWheel = g_MouseWheel;
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io.MouseWheel = g_MouseWheel;
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