Examples: Simplified mouse wheel handling. (#1463)

This commit is contained in:
omar
2018-01-20 12:45:31 +01:00
parent 7dea158175
commit 7e7c017b75
6 changed files with 23 additions and 47 deletions

View File

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