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OpenGL example: Tentative fix for missed tap-to-click events on MacBook trackpad

This commit is contained in:
ocornut 2014-09-30 09:57:44 +01:00
parent 7751ce0a69
commit f86286548e

View File

@ -19,6 +19,7 @@
static GLFWwindow* window;
static GLuint fontTex;
static bool mousePressed[2] = { false, false };
static ImVec2 mousePosScale(1.0f, 1.0f);
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
@ -112,6 +113,12 @@ static void glfw_error_callback(int error, const char* description)
fputs(description, stderr);
}
static void glfw_mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
{
if (action == GLFW_PRESS && button >= 0 && button < 2)
mousePressed[button] = true;
}
static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
ImGuiIO& io = ImGui::GetIO();
@ -147,6 +154,7 @@ void InitGL()
window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", NULL, NULL);
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, glfw_key_callback);
glfwSetMouseButtonCallback(window, glfw_mouse_button_callback);
glfwSetScrollCallback(window, glfw_scroll_callback);
glfwSetCharCallback(window, glfw_char_callback);
@ -243,9 +251,9 @@ void UpdateImGui()
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
double mouse_x, mouse_y;
glfwGetCursorPos(window, &mouse_x, &mouse_y);
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.)
io.MouseDown[0] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0;
io.MouseDown[1] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
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.)
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.
io.MouseDown[1] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
// Start the frame
ImGui::NewFrame();
@ -260,6 +268,7 @@ int main(int argc, char** argv)
while (!glfwWindowShouldClose(window))
{
ImGuiIO& io = ImGui::GetIO();
mousePressed[0] = mousePressed[1] = false;
io.MouseWheel = 0;
glfwPollEvents();
UpdateImGui();