Examples: SDL: Minor renaming.

This commit is contained in:
omar 2018-01-19 09:43:28 +01:00
parent ce17e0f274
commit 15fd5b6c4c
2 changed files with 8 additions and 8 deletions

View File

@ -273,15 +273,15 @@ void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window)
// Setup inputs // Setup inputs
// (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent()) // (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent())
int mx, my; int mx, my;
Uint32 mouseMask = SDL_GetMouseState(&mx, &my); Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
if (SDL_GetWindowFlags(window) & SDL_WINDOW_INPUT_FOCUS) if (SDL_GetWindowFlags(window) & SDL_WINDOW_INPUT_FOCUS)
io.MousePos = ImVec2((float)mx, (float)my); io.MousePos = ImVec2((float)mx, (float)my);
else else
io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX);
io.MouseDown[0] = g_MousePressed[0] || (mouseMask & 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[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] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 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_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
io.MouseWheel = g_MouseWheel; io.MouseWheel = g_MouseWheel;

View File

@ -384,15 +384,15 @@ void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window)
// Setup inputs // Setup inputs
// (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent()) // (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent())
int mx, my; int mx, my;
Uint32 mouseMask = SDL_GetMouseState(&mx, &my); Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
if (SDL_GetWindowFlags(window) & SDL_WINDOW_INPUT_FOCUS) if (SDL_GetWindowFlags(window) & SDL_WINDOW_INPUT_FOCUS)
io.MousePos = ImVec2((float)mx, (float)my); io.MousePos = ImVec2((float)mx, (float)my);
else else
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
io.MouseDown[0] = g_MousePressed[0] || (mouseMask & 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[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] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 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_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
io.MouseWheel = g_MouseWheel; io.MouseWheel = g_MouseWheel;