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Examples: Simplified mouse wheel handling. (#1463)
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7dea158175
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@ -21,7 +21,6 @@
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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 float g_MouseWheel = 0.0f;
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static CIwTexture* g_FontTexture = NULL;
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static char* g_ClipboardText = NULL;
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static bool g_osdKeyboardEnabled = false;
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@ -128,9 +127,9 @@ int32 ImGui_Marmalade_PointerButtonEventCallback(void* SystemData, void* pUserDa
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if (pEvent->m_Button == S3E_POINTER_BUTTON_MIDDLEMOUSE)
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g_MousePressed[2] = true;
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if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELUP)
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g_MouseWheel += pEvent->m_y;
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io.MouseWheel += pEvent->m_y;
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if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELDOWN)
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g_MouseWheel += pEvent->m_y;
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io.MouseWheel += pEvent->m_y;
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}
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return 0;
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@ -282,9 +281,6 @@ void ImGui_Marmalade_NewFrame()
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g_MousePressed[i] = false;
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}
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io.MouseWheel = g_MouseWheel;
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g_MouseWheel = 0.0f;
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// TODO: Hide OS mouse cursor if ImGui is drawing it
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// s3ePointerSetInt(S3E_POINTER_HIDE_CURSOR,(io.MouseDrawCursor ? 0 : 1));
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@ -31,7 +31,6 @@
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static GLFWwindow* g_Window = NULL;
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static double g_Time = 0.0f;
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static bool g_MouseJustPressed[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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// 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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@ -136,8 +135,9 @@ void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow*, int button, int action,
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void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow*, double xoffset, double yoffset)
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{
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g_MouseWheel.x += (float)xoffset; // Use fractional mouse wheel.
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g_MouseWheel.y += (float)yoffset;
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ImGuiIO& io = ImGui::GetIO();
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io.MouseWheelH += (float)xoffset;
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io.MouseWheel += (float)yoffset;
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}
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void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
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@ -296,10 +296,6 @@ void ImGui_ImplGlfwGL2_NewFrame()
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g_MouseJustPressed[i] = false;
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}
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io.MouseWheel = g_MouseWheel.y;
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io.MouseWheelH = g_MouseWheel.x;
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g_MouseWheel.x = g_MouseWheel.x = 0.0f;
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// Hide OS mouse cursor if ImGui is drawing it
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glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
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@ -25,7 +25,6 @@
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static GLFWwindow* g_Window = NULL;
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static double g_Time = 0.0f;
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static bool g_MouseJustPressed[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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@ -157,8 +156,9 @@ void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow*, int button, int action,
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void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow*, double xoffset, double yoffset)
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{
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g_MouseWheel.x += (float)xoffset; // Use fractional mouse wheel.
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g_MouseWheel.y += (float)yoffset;
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ImGuiIO& io = ImGui::GetIO();
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io.MouseWheelH += (float)xoffset;
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io.MouseWheel += (float)yoffset;
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}
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void ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
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@ -408,10 +408,6 @@ void ImGui_ImplGlfwGL3_NewFrame()
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g_MouseJustPressed[i] = false;
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}
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io.MouseWheel = g_MouseWheel.y;
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io.MouseWheelH = g_MouseWheel.x;
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g_MouseWheel.x = g_MouseWheel.x = 0.0f;
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// Hide OS mouse cursor if ImGui is drawing it
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glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
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@ -24,7 +24,6 @@
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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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// 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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@ -132,10 +131,10 @@ bool ImGui_ImplSdlGL2_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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@ -274,13 +273,10 @@ void ImGui_ImplSdlGL2_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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@ -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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@ -24,8 +24,7 @@
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// GLFW Data
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static GLFWwindow* g_Window = NULL;
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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 bool g_MouseJustPressed[3] = { false, false, false };
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// Vulkan Data
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static VkAllocationCallbacks* g_Allocator = NULL;
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@ -327,13 +326,14 @@ static void ImGui_ImplGlfwVulkan_SetClipboardText(void* user_data, const char* t
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void ImGui_ImplGlfwVulkan_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
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{
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if (action == GLFW_PRESS && button >= 0 && button < 3)
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g_MousePressed[button] = true;
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g_MouseJustPressed[button] = true;
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}
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void ImGui_ImplGlfwVulkan_ScrollCallback(GLFWwindow*, double xoffset, double yoffset)
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{
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g_MouseWheel.x += (float)xoffset; // Use fractional mouse wheel.
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g_MouseWheel.y += (float)yoffset;
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ImGuiIO& io = ImGui::GetIO();
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io.MouseWheelH += (float)xoffset;
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io.MouseWheel += (float)yoffset;
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}
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void ImGui_ImplGlfwVulkan_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
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@ -822,14 +822,10 @@ void ImGui_ImplGlfwVulkan_NewFrame()
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for (int i = 0; i < 3; i++)
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{
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io.MouseDown[i] = g_MousePressed[i] || glfwGetMouseButton(g_Window, i) != 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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g_MousePressed[i] = false;
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io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 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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g_MouseJustPressed[i] = false;
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}
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io.MouseWheel = g_MouseWheel.y;
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io.MouseWheelH = g_MouseWheel.x;
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g_MouseWheel.x = g_MouseWheel.x = 0.0f;
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// Hide OS mouse cursor if ImGui is drawing it
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glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
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