Horizontal mouse wheel: renamed io.MouseHorizWheel to io.MouseWheelH. Reorganized the code in NewFrame(). Examples: Updated GLFW+GL and SDL+GL accordingly. (#1463)
diff --git a/examples/opengl2_example/imgui_impl_glfw_gl2.cpp b/examples/opengl2_example/imgui_impl_glfw_gl2.cpp
index 2b7efc1..8dcd71e 100644
--- a/examples/opengl2_example/imgui_impl_glfw_gl2.cpp
+++ b/examples/opengl2_example/imgui_impl_glfw_gl2.cpp
@@ -31,8 +31,7 @@
static GLFWwindow* g_Window = NULL;
static double g_Time = 0.0f;
static bool g_MouseJustPressed[3] = { false, false, false };
-static float g_MouseHorizWheel = 0.0f;
-static float g_MouseWheel = 0.0f;
+static ImVec2 g_MouseWheel = ImVec2(0.0f, 0.0f);
static GLuint g_FontTexture = 0;
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
@@ -137,8 +136,8 @@
void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow*, double xoffset, double yoffset)
{
- g_MouseHorizWheel += (float)xoffset; // Use fractional mouse wheel.
- g_MouseWheel += (float)yoffset;
+ g_MouseWheel.x += (float)xoffset; // Use fractional mouse wheel.
+ g_MouseWheel.y += (float)yoffset;
}
void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
@@ -297,9 +296,9 @@
g_MouseJustPressed[i] = false;
}
- io.MouseHorizWheel = g_MouseHorizWheel;
- io.MouseWheel = g_MouseWheel;
- g_MouseHorizWheel = g_MouseWheel = 0.0f;
+ io.MouseWheel = g_MouseWheel.y;
+ io.MouseWheelH = g_MouseWheel.x;
+ g_MouseWheel.x = g_MouseWheel.x = 0.0f;
// Hide OS mouse cursor if ImGui is drawing it
glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
diff --git a/examples/opengl3_example/imgui_impl_glfw_gl3.cpp b/examples/opengl3_example/imgui_impl_glfw_gl3.cpp
index 8808d8b..79a6253 100644
--- a/examples/opengl3_example/imgui_impl_glfw_gl3.cpp
+++ b/examples/opengl3_example/imgui_impl_glfw_gl3.cpp
@@ -25,8 +25,7 @@
static GLFWwindow* g_Window = NULL;
static double g_Time = 0.0f;
static bool g_MouseJustPressed[3] = { false, false, false };
-static float g_MouseHorizWheel = 0.0f;
-static float g_MouseWheel = 0.0f;
+static ImVec2 g_MouseWheel = ImVec2(0.0f, 0.0f);
static GLuint g_FontTexture = 0;
static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
@@ -158,8 +157,8 @@
void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow*, double xoffset, double yoffset)
{
- g_MouseHorizWheel += (float)xoffset; // Use fractional mouse wheel.
- g_MouseWheel += (float)yoffset;
+ g_MouseWheel.x += (float)xoffset; // Use fractional mouse wheel.
+ g_MouseWheel.y += (float)yoffset;
}
void ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
@@ -409,9 +408,9 @@
g_MouseJustPressed[i] = false;
}
- io.MouseHorizWheel = g_MouseHorizWheel;
- io.MouseWheel = g_MouseWheel;
- g_MouseHorizWheel = g_MouseWheel = 0.0f;
+ io.MouseWheel = g_MouseWheel.y;
+ io.MouseWheelH = g_MouseWheel.x;
+ g_MouseWheel.x = g_MouseWheel.x = 0.0f;
// Hide OS mouse cursor if ImGui is drawing it
glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
diff --git a/examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp b/examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp
index e1adbe8..d55af2b 100644
--- a/examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp
+++ b/examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp
@@ -24,8 +24,7 @@
// Data
static double g_Time = 0.0f;
static bool g_MousePressed[3] = { false, false, false };
-static float g_MouseHorizWheel = 0.0f;
-static float g_MouseWheel = 0.0f;
+static ImVec2 g_MouseWheel = ImVec2(0.0f, 0.0f);
static GLuint g_FontTexture = 0;
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
@@ -133,14 +132,10 @@
{
case SDL_MOUSEWHEEL:
{
- if (event->wheel.x > 0)
- g_MouseHorizWheel = 1;
- if (event->wheel.x < 0)
- g_MouseHorizWheel = -1;
- if (event->wheel.y > 0)
- g_MouseWheel = 1;
- if (event->wheel.y < 0)
- g_MouseWheel = -1;
+ if (event->wheel.x > 0) g_MouseWheel.x = +1;
+ if (event->wheel.x < 0) g_MouseWheel.x = -1;
+ if (event->wheel.y > 0) g_MouseWheel.y = +1;
+ if (event->wheel.y < 0) g_MouseWheel.y = -1;
return true;
}
case SDL_MOUSEBUTTONDOWN:
@@ -279,13 +274,13 @@
int mx, my;
Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
- io.MouseWheel = g_MouseWheel;
- io.MouseHorizWheel = g_MouseHorizWheel;
+ io.MouseWheel = g_MouseWheel.y;
+ io.MouseWheelH = g_MouseWheel.x;
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] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 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_MouseWheel = g_MouseHorizWheel = 0.0f;
+ g_MouseWheel.x = g_MouseWheel.x = 0.0f;
// 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)
#if (SDL_MAJOR_VERSION >= 2) && (SDL_MINOR_VERSION >= 0) && (SDL_PATCHLEVEL >= 4)
diff --git a/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp b/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp
index 264ac64..0a07cd0 100644
--- a/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp
+++ b/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp
@@ -19,8 +19,7 @@
// Data
static double g_Time = 0.0f;
static bool g_MousePressed[3] = { false, false, false };
-static float g_MouseHorizWheel = 0.0f;
-static float g_MouseWheel = 0.0f;
+static ImVec2 g_MouseWheel = ImVec2(0.0f, 0.0f);
static GLuint g_FontTexture = 0;
static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
@@ -155,14 +154,10 @@
{
case SDL_MOUSEWHEEL:
{
- if (event->wheel.x > 0)
- g_MouseHorizWheel = 1;
- if (event->wheel.x < 0)
- g_MouseHorizWheel = -1;
- if (event->wheel.y > 0)
- g_MouseWheel = 1;
- if (event->wheel.y < 0)
- g_MouseWheel = -1;
+ if (event->wheel.x > 0) g_MouseWheel.x = +1;
+ if (event->wheel.x < 0) g_MouseWheel.x = -1;
+ if (event->wheel.y > 0) g_MouseWheel.y = +1;
+ if (event->wheel.y < 0) g_MouseWheel.y = -1;
return true;
}
case SDL_MOUSEBUTTONDOWN:
@@ -390,13 +385,13 @@
int mx, my;
Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
- io.MouseWheel = g_MouseWheel;
- io.MouseHorizWheel = g_MouseHorizWheel;
+ io.MouseWheel = g_MouseWheel.y;
+ io.MouseWheelH = g_MouseWheel.x;
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] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 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_MouseHorizWheel = g_MouseWheel = 0.0f;
+ g_MouseWheel.x = g_MouseWheel.x = 0.0f;
// 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)
#if (SDL_MAJOR_VERSION >= 2) && (SDL_MINOR_VERSION >= 0) && (SDL_PATCHLEVEL >= 4)
diff --git a/imgui.cpp b/imgui.cpp
index 781e1ff..0020c2c 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -2483,47 +2483,45 @@
if (!mouse_avail_to_imgui && !mouse_dragging_extern_payload)
g.HoveredWindow = g.HoveredRootWindow = NULL;
- // Scale & Scrolling
- if (g.HoveredWindow && g.IO.MouseWheel != 0.0f && !g.HoveredWindow->Collapsed)
+ // Mouse wheel scrolling, scale
+ if (g.HoveredWindow && !g.HoveredWindow->Collapsed && (g.IO.MouseWheel != 0.0f || g.IO.MouseWheelH != 0.0f))
{
+ // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent (unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set).
ImGuiWindow* window = g.HoveredWindow;
- if (g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
- {
- // Zoom / Scale window
- const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
- const float scale = new_font_scale / window->FontWindowScale;
- window->FontWindowScale = new_font_scale;
+ ImGuiWindow* scroll_window = window;
+ while ((scroll_window->Flags & ImGuiWindowFlags_ChildWindow) && (scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoScrollbar) && !(scroll_window->Flags & ImGuiWindowFlags_NoInputs) && scroll_window->ParentWindow)
+ scroll_window = scroll_window->ParentWindow;
+ const bool scroll_allowed = !(scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoInputs);
- const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
- window->Pos += offset;
- window->PosFloat += offset;
- window->Size *= scale;
- window->SizeFull *= scale;
- }
- else if (!g.IO.KeyCtrl)
+ if (g.IO.MouseWheel != 0.0f)
{
- // Mouse wheel Scrolling
- // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent (unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set).
- ImGuiWindow* scroll_window = window;
- while ((scroll_window->Flags & ImGuiWindowFlags_ChildWindow) && (scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoScrollbar) && !(scroll_window->Flags & ImGuiWindowFlags_NoInputs) && scroll_window->ParentWindow)
- scroll_window = scroll_window->ParentWindow;
-
- if (!(scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoInputs))
+ if (g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
{
+ // Zoom / Scale window
+ const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
+ const float scale = new_font_scale / window->FontWindowScale;
+ window->FontWindowScale = new_font_scale;
+
+ const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
+ window->Pos += offset;
+ window->PosFloat += offset;
+ window->Size *= scale;
+ window->SizeFull *= scale;
+ }
+ else if (!g.IO.KeyCtrl && scroll_allowed)
+ {
+ // Mouse wheel vertical scrolling
float scroll_amount = 5 * scroll_window->CalcFontSize();
scroll_amount = (float)(int)ImMin(scroll_amount, (scroll_window->ContentsRegionRect.GetHeight() + scroll_window->WindowPadding.y * 2.0f) * 0.67f);
SetWindowScrollY(scroll_window, scroll_window->Scroll.y - g.IO.MouseWheel * scroll_amount);
}
}
- }
-
- // Horizontal wheel scrolling; for consistency, only allowed if Ctrl is not pressed.
- if (g.HoveredWindow && g.IO.MouseHorizWheel != 0.0f && !g.HoveredWindow->Collapsed)
- {
- ImGuiWindow* window = g.HoveredWindow;
- if (!g.IO.KeyCtrl && !(window->Flags & ImGuiWindowFlags_NoScrollWithMouse))
+ if (g.IO.MouseWheelH != 0.0f && scroll_allowed)
{
- SetWindowScrollX(window, window->Scroll.x - g.IO.MouseHorizWheel * 10.f);
+ // Mouse wheel horizontal scrolling (for hardware that supports it)
+ float scroll_amount = scroll_window->CalcFontSize();
+ if (!g.IO.KeyCtrl && !(window->Flags & ImGuiWindowFlags_NoScrollWithMouse))
+ SetWindowScrollX(window, window->Scroll.x - g.IO.MouseWheelH * scroll_amount);
}
}
@@ -3040,7 +3038,7 @@
g.Windows.swap(g.WindowsSortBuffer);
// Clear Input data for next frame
- g.IO.MouseWheel = 0.0f;
+ g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
memset(g.IO.InputCharacters, 0, sizeof(g.IO.InputCharacters));
g.FrameCountEnded = g.FrameCount;
diff --git a/imgui.h b/imgui.h
index 01fe3f7..f8d36ba 100644
--- a/imgui.h
+++ b/imgui.h
@@ -930,8 +930,8 @@
ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
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.
- float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text.
- float MouseHorizWheel; // Horizontal mouse wheel
+ float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text.
+ float MouseWheelH; // Mouse wheel (Horizontal). Most users don't have a mouse with an horizontal wheel, may not be filled by all back ends.
bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
bool KeyCtrl; // Keyboard modifier pressed: Control
bool KeyShift; // Keyboard modifier pressed: Shift