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Horizontal mouse wheel support
This patch adds support for the horizontal mouse wheel in ImGui. It affects windows that can be scrolled, as long as the Ctrl key is not being pressed. The scrolling speed has been set empirically so that it matches the scrolling speed on the Firefox browser when the horizontal wheel is used. Internally, it adds a MouseHorizWheel to ImGuiIO, which is then used in NewFrame to scroll the current window. The SDL/GL2, SDL/GL3, GLFW/GL2 and GLFW/GL3 examples has been modified to use it.
This commit is contained in:
18
imgui.cpp
18
imgui.cpp
@ -628,6 +628,7 @@ static bool IsKeyPressedMap(ImGuiKey key, bool repeat = true);
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static ImFont* GetDefaultFont();
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static void SetCurrentFont(ImFont* font);
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static void SetCurrentWindow(ImGuiWindow* window);
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static void SetWindowScrollX(ImGuiWindow* window, float new_scroll_x);
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static void SetWindowScrollY(ImGuiWindow* window, float new_scroll_y);
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static void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond);
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static void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond);
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@ -2430,6 +2431,16 @@ void ImGui::NewFrame()
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}
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}
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// Horizontal wheel scrolling; for consistency, only allowed if Ctrl is not pressed.
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if (g.HoveredWindow && g.IO.MouseHorizWheel != 0.0f && !g.HoveredWindow->Collapsed)
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{
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ImGuiWindow* window = g.HoveredWindow;
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if (!g.IO.KeyCtrl && !(window->Flags & ImGuiWindowFlags_NoScrollWithMouse))
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{
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SetWindowScrollX(window, window->Scroll.x - g.IO.MouseHorizWheel * 10.f);
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}
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}
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// Pressing TAB activate widget focus
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if (g.ActiveId == 0 && g.NavWindow != NULL && g.NavWindow->Active && IsKeyPressedMap(ImGuiKey_Tab, false))
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g.NavWindow->FocusIdxTabRequestNext = 0;
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@ -5244,6 +5255,13 @@ ImVec2 ImGui::GetWindowPos()
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return window->Pos;
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}
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static void SetWindowScrollX(ImGuiWindow* window, float new_scroll_x)
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{
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window->DC.CursorMaxPos.x += window->Scroll.x; // SizeContents is generally computed based on CursorMaxPos which is affected by scroll position, so we need to apply our change to it.
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window->Scroll.x = new_scroll_x;
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window->DC.CursorMaxPos.x -= window->Scroll.x;
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}
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static void SetWindowScrollY(ImGuiWindow* window, float new_scroll_y)
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{
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window->DC.CursorMaxPos.y += window->Scroll.y; // SizeContents is generally computed based on CursorMaxPos which is affected by scroll position, so we need to apply our change to it.
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