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Smoother scrolling
- changed IO.MouseWheel to float, allows smoother scrolling
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@ -1431,16 +1431,15 @@ void ImGui::NewFrame()
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g.IO.WantCaptureKeyboard = (g.ActiveId != 0);
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// Scale & Scrolling
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if (g.HoveredWindow && g.IO.MouseWheel != 0)
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if (g.HoveredWindow && g.IO.MouseWheel != 0.0f)
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{
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ImGuiWindow* window = g.HoveredWindow;
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const int mouse_wheel_dir = g.IO.MouseWheel > 0 ? +1 : -1;
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if (g.IO.KeyCtrl)
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{
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if (g.IO.FontAllowUserScaling)
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{
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// Zoom / Scale window
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float new_font_scale = ImClamp(window->FontWindowScale + mouse_wheel_dir * 0.10f, 0.50f, 2.50f);
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float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
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float scale = new_font_scale / window->FontWindowScale;
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window->FontWindowScale = new_font_scale;
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@ -1455,7 +1454,7 @@ void ImGui::NewFrame()
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{
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// Scroll
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const int scroll_lines = (window->Flags & ImGuiWindowFlags_ComboBox) ? 3 : 5;
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window->NextScrollY -= mouse_wheel_dir * window->FontSize() * scroll_lines;
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window->NextScrollY -= g.IO.MouseWheel * window->FontSize() * scroll_lines;
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}
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}
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@ -1605,7 +1604,7 @@ void ImGui::Render()
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g.Windows.swap(sorted_windows);
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// Clear data for next frame
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g.IO.MouseWheel = 0;
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g.IO.MouseWheel = 0.0f;
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memset(g.IO.InputCharacters, 0, sizeof(g.IO.InputCharacters));
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}
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2
imgui.h
2
imgui.h
@ -488,7 +488,7 @@ struct ImGuiIO
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ImVec2 MousePos; // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
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bool MouseDown[5]; // Mouse buttons. ImGui itself only uses button 0 (left button) but you can use others as storage for convenience.
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int MouseWheel; // Mouse wheel: -1,0,+1
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float MouseWheel; // Mouse wheel: 1 unit scrolls about 3 lines text.
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bool KeyCtrl; // Keyboard modifier pressed: Control
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bool KeyShift; // Keyboard modifier pressed: Shift
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bool KeysDown[512]; // Keyboard keys that are pressed (in whatever order user naturally has access to keyboard data)
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