diff --git a/examples/imgui_impl_opengl2.cpp b/examples/imgui_impl_opengl2.cpp index ccac3fac..e584c072 100644 --- a/examples/imgui_impl_opengl2.cpp +++ b/examples/imgui_impl_opengl2.cpp @@ -27,6 +27,11 @@ #include "imgui.h" #include "imgui_impl_opengl2.h" +#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier +#include // intptr_t +#else +#include // intptr_t +#endif // Include OpenGL header (without an OpenGL loader) requires a bit of fiddling #if defined(_WIN32) && !defined(APIENTRY) diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp index b1db4cbe..daa418ad 100644 --- a/examples/imgui_impl_opengl3.cpp +++ b/examples/imgui_impl_opengl3.cpp @@ -51,6 +51,11 @@ #include "imgui.h" #include "imgui_impl_opengl3.h" #include +#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier +#include // intptr_t +#else +#include // intptr_t +#endif #include // This example is using gl3w to access OpenGL functions. You may use another OpenGL loader/header such as: glew, glext, glad, glLoadGen, etc. //#include diff --git a/imgui.h b/imgui.h index 6a605e69..0e3ff9d5 100644 --- a/imgui.h +++ b/imgui.h @@ -546,9 +546,9 @@ namespace ImGui IMGUI_API bool IsKeyPressed(int user_key_index, bool repeat = true); // was key pressed (went from !Down to Down). if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down).. IMGUI_API int GetKeyPressedAmount(int key_index, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate - IMGUI_API bool IsMouseDown(int button); // is mouse button held + IMGUI_API bool IsMouseDown(int button); // is mouse button held (0=left, 1=right, 2=middle) IMGUI_API bool IsAnyMouseDown(); // is any mouse button held - IMGUI_API bool IsMouseClicked(int button, bool repeat = false); // did mouse button clicked (went from !Down to Down) + IMGUI_API bool IsMouseClicked(int button, bool repeat = false); // did mouse button clicked (went from !Down to Down) (0=left, 1=right, 2=middle) IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime. IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down) IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold @@ -1119,7 +1119,7 @@ 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. + bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=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 Vertical: 1 unit scrolls about 5 lines text. 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).