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Examples: Simplified mouse wheel handling. (#1463)
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@ -19,7 +19,6 @@
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// Data
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static double g_Time = 0.0f;
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static bool g_MousePressed[3] = { false, false, false };
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static ImVec2 g_MouseWheel = ImVec2(0.0f, 0.0f);
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static GLuint g_FontTexture = 0;
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static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
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static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
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@ -154,10 +153,10 @@ bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event)
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{
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case SDL_MOUSEWHEEL:
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{
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if (event->wheel.x > 0) g_MouseWheel.x = +1;
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if (event->wheel.x < 0) g_MouseWheel.x = -1;
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if (event->wheel.y > 0) g_MouseWheel.y = +1;
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if (event->wheel.y < 0) g_MouseWheel.y = -1;
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if (event->wheel.x > 0) io.MouseWheelH += 1;
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if (event->wheel.x < 0) io.MouseWheelH -= 1;
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if (event->wheel.y > 0) io.MouseWheel += 1;
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if (event->wheel.y < 0) io.MouseWheel -= 1;
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return true;
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}
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case SDL_MOUSEBUTTONDOWN:
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@ -385,13 +384,10 @@ void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window)
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int mx, my;
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Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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io.MouseWheel = g_MouseWheel.y;
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io.MouseWheelH = g_MouseWheel.x;
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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] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 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_MouseWheel.x = g_MouseWheel.x = 0.0f;
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// 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)
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#if (SDL_MAJOR_VERSION >= 2) && (SDL_MINOR_VERSION >= 0) && (SDL_PATCHLEVEL >= 4)
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