mouse: Return float movement for precise scrolling where possible (#1397)
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@ -103,7 +103,7 @@ GetMousePosition|Vector2|(void);|
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SetMousePosition|void|(int x, int y);|
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SetMouseOffset|void|(int offsetX, int offsetY);|
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SetMouseScale|void|(float scaleX, float scaleY);|
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GetMouseWheelMove|int|(void);|
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GetMouseWheelMove|float|(void);|
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GetTouchX|int|(void);|
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GetTouchY|int|(void);|
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GetTouchPosition|Vector2|(int index);|
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@ -436,7 +436,7 @@
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</Overload>
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</KeyWord>
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<KeyWord name="GetMouseWheelMove" func="yes">
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<Overload retVal="int" descr="Returns mouse wheel movement Y"></Overload>
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<Overload retVal="float" descr="Returns mouse wheel movement Y"></Overload>
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</KeyWord>
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<!-- Input-related functions: touch -->
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@ -571,7 +571,7 @@
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</Overload>
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</KeyWord>
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<KeyWord name="GetMouseWheelMove" func="yes">
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<Overload retVal="int" descr="Returns mouse wheel movement Y"></Overload>
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<Overload retVal="float" descr="Returns mouse wheel movement Y"></Overload>
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</KeyWord>
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<!-- Input-related functions: touch -->
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@ -147,7 +147,7 @@ RLAPI Vector2 GetMousePosition(void); // Returns mouse p
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RLAPI void SetMousePosition(int x, int y); // Set mouse position XY
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RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
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RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
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RLAPI int GetMouseWheelMove(void); // Returns mouse wheel movement Y
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RLAPI float GetMouseWheelMove(void); // Returns mouse wheel movement Y
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// Input-related functions: touch
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RLAPI int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size)
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@ -213,7 +213,7 @@ void App::GameLoop()
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DisableCursor();
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}
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static int pos = 0;
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static float pos = 0;
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pos -= GetMouseWheelMove();
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//----------------------------------------------------------------------------------
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@ -235,7 +235,7 @@ void App::GameLoop()
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if (IsKeyDown(KEY_BACKSPACE)) DrawRectangle(280, 250, 20, 20, BLACK);
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) DrawRectangle(280, 250, 20, 20, BLACK);
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DrawRectangle(280, pos + 50, 20, 20, BLACK);
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DrawRectangle(280, (int)pos + 50, 20, 20, BLACK);
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DrawRectangle(250, 280 + (gTime++ % 60), 10, 10, PURPLE);
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EndDrawing();
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@ -236,7 +236,7 @@ static void DisableCursor() {} // Lock cursor
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static int IsKeyDown(int key) { return 0; }
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static int IsMouseButtonDown(int button) { return 0;}
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static int GetMouseWheelMove() { return 0; }
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static float GetMouseWheelMove() { return 0.f; }
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static Vector2 GetMousePosition() { return (Vector2){ 0.0f, 0.0f }; }
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#endif
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@ -285,7 +285,7 @@ void UpdateCamera(Camera *camera)
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// Mouse movement detection
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Vector2 mousePositionDelta = { 0.0f, 0.0f };
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Vector2 mousePosition = GetMousePosition();
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int mouseWheelMove = GetMouseWheelMove();
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float mouseWheelMove = GetMouseWheelMove();
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// Keys input detection
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// TODO: Input detection is raylib-dependant, it could be moved outside the module
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20
src/core.c
20
src/core.c
@ -428,8 +428,8 @@ typedef struct CoreData {
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char currentButtonState[3]; // Registers current mouse button state
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char previousButtonState[3]; // Registers previous mouse button state
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int currentWheelMove; // Registers current mouse wheel variation
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int previousWheelMove; // Registers previous mouse wheel variation
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float currentWheelMove; // Registers current mouse wheel variation
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float previousWheelMove; // Registers previous mouse wheel variation
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#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
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char currentButtonStateEvdev[3]; // Holds the new mouse state for the next polling event to grab (Can't be written directly due to multithreading, app could miss the update)
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#endif
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@ -2722,12 +2722,12 @@ void SetMouseScale(float scaleX, float scaleY)
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}
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// Returns mouse wheel movement Y
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int GetMouseWheelMove(void)
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float GetMouseWheelMove(void)
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{
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#if defined(PLATFORM_ANDROID)
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return 0;
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return 0.f;
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#elif defined(PLATFORM_WEB)
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return CORE.Input.Mouse.previousWheelMove/100;
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return CORE.Input.Mouse.previousWheelMove/100.f;
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#else
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return CORE.Input.Mouse.previousWheelMove;
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#endif
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@ -3896,7 +3896,7 @@ static void PollInputEvents(void)
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// Register previous mouse states
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CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
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CORE.Input.Mouse.currentWheelMove = 0;
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CORE.Input.Mouse.currentWheelMove = 0.f;
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for (int i = 0; i < 3; i++)
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{
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CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
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@ -3918,7 +3918,7 @@ static void PollInputEvents(void)
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// Register previous mouse states
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CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
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CORE.Input.Mouse.currentWheelMove = 0;
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CORE.Input.Mouse.currentWheelMove = 0.f;
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for (int i = 0; i < 3; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
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#endif // PLATFORM_UWP
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@ -3934,7 +3934,7 @@ static void PollInputEvents(void)
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// Register previous mouse wheel state
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CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
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CORE.Input.Mouse.currentWheelMove = 0;
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CORE.Input.Mouse.currentWheelMove = 0.f;
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#endif
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// Register previous touch states
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@ -4151,7 +4151,7 @@ static void ErrorCallback(int error, const char *description)
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// GLFW3 Srolling Callback, runs on mouse wheel
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static void ScrollCallback(GLFWwindow *window, double xoffset, double yoffset)
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{
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CORE.Input.Mouse.currentWheelMove = (int)yoffset;
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CORE.Input.Mouse.currentWheelMove = (float)yoffset;
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}
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// GLFW3 Keyboard Callback, runs on key pressed
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@ -5520,7 +5520,7 @@ void UWPSetMouseSetPosFunc(UWPMouseSetPosFunc func) { uwpMouseSetPosFunc = func;
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void *UWPGetCoreWindowPtr() { return uwpCoreWindow; }
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void UWPSetCoreWindowPtr(void* ptr) { uwpCoreWindow = ptr; }
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void UWPMouseWheelEvent(int deltaY) { CORE.Input.Mouse.currentWheelMove = (int)deltaY; }
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void UWPMouseWheelEvent(int deltaY) { CORE.Input.Mouse.currentWheelMove = (float)deltaY; }
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void UWPKeyDownEvent(int key, bool down, bool controlKey)
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{
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@ -1015,7 +1015,7 @@ RLAPI Vector2 GetMousePosition(void); // Returns mouse p
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RLAPI void SetMousePosition(int x, int y); // Set mouse position XY
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RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
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RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
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RLAPI int GetMouseWheelMove(void); // Returns mouse wheel movement Y
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RLAPI float GetMouseWheelMove(void); // Returns mouse wheel movement Y
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// Input-related functions: touch
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RLAPI int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size)
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