Merge branch 'tseeker/20171127-feature-horiz-wheel' of https://github.com/tseeker/imgui into tseeker-tseeker/20171127-feature-horiz-wheel
# Conflicts: # examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp # examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp
This commit is contained in:
commit
6f6b6194b2
@ -31,6 +31,7 @@
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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 float g_MouseHorizWheel = 0.0f;
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static float g_MouseWheel = 0.0f;
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static GLuint g_FontTexture = 0;
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@ -134,9 +135,10 @@ void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow*, int button, int action,
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g_MouseJustPressed[button] = true;
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}
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void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow*, double /*xoffset*/, double yoffset)
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void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow*, double xoffset, double yoffset)
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{
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g_MouseWheel += (float)yoffset; // Use fractional mouse wheel.
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g_MouseHorizWheel += (float)xoffset; // Use fractional mouse wheel.
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g_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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@ -295,8 +297,9 @@ void ImGui_ImplGlfwGL2_NewFrame()
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g_MouseJustPressed[i] = false;
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}
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io.MouseHorizWheel = g_MouseHorizWheel;
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io.MouseWheel = g_MouseWheel;
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g_MouseWheel = 0.0f;
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g_MouseHorizWheel = g_MouseWheel = 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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@ -25,6 +25,7 @@
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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 float g_MouseHorizWheel = 0.0f;
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static float g_MouseWheel = 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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@ -155,9 +156,10 @@ void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow*, int button, int action,
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g_MouseJustPressed[button] = true;
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}
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void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow*, double /*xoffset*/, double yoffset)
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void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow*, double xoffset, double yoffset)
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{
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g_MouseWheel += (float)yoffset; // Use fractional mouse wheel.
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g_MouseHorizWheel += (float)xoffset; // Use fractional mouse wheel.
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g_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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@ -407,8 +409,9 @@ void ImGui_ImplGlfwGL3_NewFrame()
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g_MouseJustPressed[i] = false;
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}
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io.MouseHorizWheel = g_MouseHorizWheel;
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io.MouseWheel = g_MouseWheel;
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g_MouseWheel = 0.0f;
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g_MouseHorizWheel = g_MouseWheel = 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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@ -24,6 +24,7 @@
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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_MouseHorizWheel = 0.0f;
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static float g_MouseWheel = 0.0f;
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static GLuint g_FontTexture = 0;
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@ -132,6 +133,10 @@ 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)
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g_MouseHorizWheel = 1;
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if (event->wheel.x < 0)
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g_MouseHorizWheel = -1;
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if (event->wheel.y > 0)
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g_MouseWheel = 1;
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if (event->wheel.y < 0)
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@ -275,11 +280,12 @@ void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window)
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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;
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io.MouseHorizWheel = g_MouseHorizWheel;
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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 = 0.0f;
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g_MouseWheel = g_MouseHorizWheel = 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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@ -19,6 +19,7 @@
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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_MouseHorizWheel = 0.0f;
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static float g_MouseWheel = 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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@ -154,6 +155,10 @@ 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)
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g_MouseHorizWheel = 1;
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if (event->wheel.x < 0)
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g_MouseHorizWheel = -1;
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if (event->wheel.y > 0)
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g_MouseWheel = 1;
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if (event->wheel.y < 0)
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@ -386,11 +391,12 @@ void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window)
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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;
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io.MouseHorizWheel = g_MouseHorizWheel;
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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 = 0.0f;
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g_MouseHorizWheel = g_MouseWheel = 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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18
imgui.cpp
18
imgui.cpp
@ -639,6 +639,7 @@ static bool IsKeyPressedMap(ImGuiKey key, bool repeat = true);
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static ImFont* GetDefaultFont();
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static void SetCurrentFont(ImFont* font);
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static void SetCurrentWindow(ImGuiWindow* window);
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static void SetWindowScrollX(ImGuiWindow* window, float new_scroll_x);
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static void SetWindowScrollY(ImGuiWindow* window, float new_scroll_y);
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static void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond);
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static void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond);
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@ -2516,6 +2517,16 @@ void ImGui::NewFrame()
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}
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}
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// Horizontal wheel scrolling; for consistency, only allowed if Ctrl is not pressed.
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if (g.HoveredWindow && g.IO.MouseHorizWheel != 0.0f && !g.HoveredWindow->Collapsed)
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{
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ImGuiWindow* window = g.HoveredWindow;
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if (!g.IO.KeyCtrl && !(window->Flags & ImGuiWindowFlags_NoScrollWithMouse))
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{
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SetWindowScrollX(window, window->Scroll.x - g.IO.MouseHorizWheel * 10.f);
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}
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}
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// Pressing TAB activate widget focus
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if (g.ActiveId == 0 && g.NavWindow != NULL && g.NavWindow->Active && IsKeyPressedMap(ImGuiKey_Tab, false))
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g.NavWindow->FocusIdxTabRequestNext = 0;
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@ -5609,6 +5620,13 @@ ImVec2 ImGui::GetWindowPos()
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return window->Pos;
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}
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static void SetWindowScrollX(ImGuiWindow* window, float new_scroll_x)
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{
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window->DC.CursorMaxPos.x += window->Scroll.x; // SizeContents is generally computed based on CursorMaxPos which is affected by scroll position, so we need to apply our change to it.
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window->Scroll.x = new_scroll_x;
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window->DC.CursorMaxPos.x -= window->Scroll.x;
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}
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static void SetWindowScrollY(ImGuiWindow* window, float new_scroll_y)
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{
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window->DC.CursorMaxPos.y += window->Scroll.y; // SizeContents is generally computed based on CursorMaxPos which is affected by scroll position, so we need to apply our change to it.
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1
imgui.h
1
imgui.h
@ -931,6 +931,7 @@ struct ImGuiIO
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ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
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bool MouseDown[5]; // Mouse buttons: left, right, middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
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float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text.
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float MouseHorizWheel; // Horizontal mouse wheel
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bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
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bool KeyCtrl; // Keyboard modifier pressed: Control
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bool KeyShift; // Keyboard modifier pressed: Shift
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