diff --git a/examples/marmalade_example/imgui_impl_marmalade.cpp b/examples/marmalade_example/imgui_impl_marmalade.cpp index 39623cc4d..36fc8328c 100644 --- a/examples/marmalade_example/imgui_impl_marmalade.cpp +++ b/examples/marmalade_example/imgui_impl_marmalade.cpp @@ -21,7 +21,6 @@ // Data static double g_Time = 0.0f; static bool g_MousePressed[3] = { false, false, false }; -static float g_MouseWheel = 0.0f; static CIwTexture* g_FontTexture = NULL; static char* g_ClipboardText = NULL; static bool g_osdKeyboardEnabled = false; @@ -128,9 +127,9 @@ int32 ImGui_Marmalade_PointerButtonEventCallback(void* SystemData, void* pUserDa if (pEvent->m_Button == S3E_POINTER_BUTTON_MIDDLEMOUSE) g_MousePressed[2] = true; if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELUP) - g_MouseWheel += pEvent->m_y; + io.MouseWheel += pEvent->m_y; if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELDOWN) - g_MouseWheel += pEvent->m_y; + io.MouseWheel += pEvent->m_y; } return 0; @@ -282,9 +281,6 @@ void ImGui_Marmalade_NewFrame() g_MousePressed[i] = false; } - io.MouseWheel = g_MouseWheel; - g_MouseWheel = 0.0f; - // TODO: Hide OS mouse cursor if ImGui is drawing it // s3ePointerSetInt(S3E_POINTER_HIDE_CURSOR,(io.MouseDrawCursor ? 0 : 1)); diff --git a/examples/opengl2_example/imgui_impl_glfw_gl2.cpp b/examples/opengl2_example/imgui_impl_glfw_gl2.cpp index 8dcd71e9f..e5fe2f47b 100644 --- a/examples/opengl2_example/imgui_impl_glfw_gl2.cpp +++ b/examples/opengl2_example/imgui_impl_glfw_gl2.cpp @@ -31,7 +31,6 @@ static GLFWwindow* g_Window = NULL; static double g_Time = 0.0f; static bool g_MouseJustPressed[3] = { false, false, false }; -static ImVec2 g_MouseWheel = ImVec2(0.0f, 0.0f); static GLuint g_FontTexture = 0; // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) @@ -136,8 +135,9 @@ void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow*, int button, int action, void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) { - g_MouseWheel.x += (float)xoffset; // Use fractional mouse wheel. - g_MouseWheel.y += (float)yoffset; + ImGuiIO& io = ImGui::GetIO(); + io.MouseWheelH += (float)xoffset; + io.MouseWheel += (float)yoffset; } void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow*, int key, int, int action, int mods) @@ -296,10 +296,6 @@ void ImGui_ImplGlfwGL2_NewFrame() g_MouseJustPressed[i] = false; } - io.MouseWheel = g_MouseWheel.y; - io.MouseWheelH = g_MouseWheel.x; - g_MouseWheel.x = g_MouseWheel.x = 0.0f; - // Hide OS mouse cursor if ImGui is drawing it glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); diff --git a/examples/opengl3_example/imgui_impl_glfw_gl3.cpp b/examples/opengl3_example/imgui_impl_glfw_gl3.cpp index 79a62531f..a71fc515d 100644 --- a/examples/opengl3_example/imgui_impl_glfw_gl3.cpp +++ b/examples/opengl3_example/imgui_impl_glfw_gl3.cpp @@ -25,7 +25,6 @@ static GLFWwindow* g_Window = NULL; static double g_Time = 0.0f; static bool g_MouseJustPressed[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; @@ -157,8 +156,9 @@ void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow*, int button, int action, void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) { - g_MouseWheel.x += (float)xoffset; // Use fractional mouse wheel. - g_MouseWheel.y += (float)yoffset; + ImGuiIO& io = ImGui::GetIO(); + io.MouseWheelH += (float)xoffset; + io.MouseWheel += (float)yoffset; } void ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow*, int key, int, int action, int mods) @@ -408,10 +408,6 @@ void ImGui_ImplGlfwGL3_NewFrame() g_MouseJustPressed[i] = false; } - io.MouseWheel = g_MouseWheel.y; - io.MouseWheelH = g_MouseWheel.x; - g_MouseWheel.x = g_MouseWheel.x = 0.0f; - // Hide OS mouse cursor if ImGui is drawing it glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); diff --git a/examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp b/examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp index d55af2b7f..76def29c3 100644 --- a/examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp +++ b/examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp @@ -24,7 +24,6 @@ // 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; // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) @@ -132,10 +131,10 @@ bool ImGui_ImplSdlGL2_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: @@ -274,13 +273,10 @@ void ImGui_ImplSdlGL2_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) diff --git a/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp b/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp index 0a07cd082..35d9cdde1 100644 --- a/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp +++ b/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp @@ -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) diff --git a/examples/vulkan_example/imgui_impl_glfw_vulkan.cpp b/examples/vulkan_example/imgui_impl_glfw_vulkan.cpp index 5e678144e..b9e6d78f2 100644 --- a/examples/vulkan_example/imgui_impl_glfw_vulkan.cpp +++ b/examples/vulkan_example/imgui_impl_glfw_vulkan.cpp @@ -24,8 +24,7 @@ // GLFW Data static GLFWwindow* g_Window = NULL; static double g_Time = 0.0f; -static bool g_MousePressed[3] = { false, false, false }; -static ImVec2 g_MouseWheel = ImVec2(0.0f, 0.0f); +static bool g_MouseJustPressed[3] = { false, false, false }; // Vulkan Data static VkAllocationCallbacks* g_Allocator = NULL; @@ -327,13 +326,14 @@ static void ImGui_ImplGlfwVulkan_SetClipboardText(void* user_data, const char* t void ImGui_ImplGlfwVulkan_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) { if (action == GLFW_PRESS && button >= 0 && button < 3) - g_MousePressed[button] = true; + g_MouseJustPressed[button] = true; } void ImGui_ImplGlfwVulkan_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) { - g_MouseWheel.x += (float)xoffset; // Use fractional mouse wheel. - g_MouseWheel.y += (float)yoffset; + ImGuiIO& io = ImGui::GetIO(); + io.MouseWheelH += (float)xoffset; + io.MouseWheel += (float)yoffset; } void ImGui_ImplGlfwVulkan_KeyCallback(GLFWwindow*, int key, int, int action, int mods) @@ -822,14 +822,10 @@ void ImGui_ImplGlfwVulkan_NewFrame() for (int i = 0; i < 3; i++) { - 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. - g_MousePressed[i] = false; + 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. + g_MouseJustPressed[i] = false; } - io.MouseWheel = g_MouseWheel.y; - io.MouseWheelH = g_MouseWheel.x; - g_MouseWheel.x = g_MouseWheel.x = 0.0f; - // Hide OS mouse cursor if ImGui is drawing it glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);