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OpenGL example: Tentative fix for missed tap-to-click events on MacBook trackpad
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@ -19,6 +19,7 @@
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static GLFWwindow* window;
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static GLFWwindow* window;
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static GLuint fontTex;
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static GLuint fontTex;
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static bool mousePressed[2] = { false, false };
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static ImVec2 mousePosScale(1.0f, 1.0f);
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static ImVec2 mousePosScale(1.0f, 1.0f);
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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@ -112,6 +113,12 @@ static void glfw_error_callback(int error, const char* description)
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fputs(description, stderr);
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fputs(description, stderr);
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}
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}
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static void glfw_mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
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{
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if (action == GLFW_PRESS && button >= 0 && button < 2)
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mousePressed[button] = true;
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}
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static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
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static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
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{
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGuiIO& io = ImGui::GetIO();
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@ -147,6 +154,7 @@ void InitGL()
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window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", NULL, NULL);
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window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", NULL, NULL);
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glfwMakeContextCurrent(window);
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glfwMakeContextCurrent(window);
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glfwSetKeyCallback(window, glfw_key_callback);
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glfwSetKeyCallback(window, glfw_key_callback);
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glfwSetMouseButtonCallback(window, glfw_mouse_button_callback);
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glfwSetScrollCallback(window, glfw_scroll_callback);
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glfwSetScrollCallback(window, glfw_scroll_callback);
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glfwSetCharCallback(window, glfw_char_callback);
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glfwSetCharCallback(window, glfw_char_callback);
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@ -243,9 +251,9 @@ void UpdateImGui()
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// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
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// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
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double mouse_x, mouse_y;
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double mouse_x, mouse_y;
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glfwGetCursorPos(window, &mouse_x, &mouse_y);
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glfwGetCursorPos(window, &mouse_x, &mouse_y);
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io.MousePos = ImVec2((float)mouse_x * mousePosScale.x, (float)mouse_y * mousePosScale.y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
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io.MousePos = ImVec2((float)mouse_x * mousePosScale.x, (float)mouse_y * mousePosScale.y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
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io.MouseDown[0] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0;
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io.MouseDown[0] = mousePressed[0] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it, so we don't miss click-release events that are shorted than our frame.
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io.MouseDown[1] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
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io.MouseDown[1] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
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// Start the frame
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// Start the frame
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ImGui::NewFrame();
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ImGui::NewFrame();
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@ -260,6 +268,7 @@ int main(int argc, char** argv)
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while (!glfwWindowShouldClose(window))
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while (!glfwWindowShouldClose(window))
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{
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGuiIO& io = ImGui::GetIO();
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mousePressed[0] = mousePressed[1] = false;
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io.MouseWheel = 0;
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io.MouseWheel = 0;
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glfwPollEvents();
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glfwPollEvents();
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UpdateImGui();
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UpdateImGui();
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