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Example code: warning fix + comments.

pull/35/merge
ocornut 10 years ago
parent
commit
214c967df8
  1. 4
      examples/directx9_example/main.cpp
  2. 2
      examples/opengl_example/main.cpp
  3. 2
      imgui.h

4
examples/directx9_example/main.cpp

@ -154,8 +154,8 @@ LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
io.MouseDown[1] = false; io.MouseDown[1] = false;
return true; return true;
case WM_MOUSEWHEEL: case WM_MOUSEWHEEL:
// Mouse wheel: -1,0,+1 // Mouse wheel uses integer on Windows
io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1 : -1; io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
return true; return true;
case WM_MOUSEMOVE: case WM_MOUSEMOVE:
// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)

2
examples/opengl_example/main.cpp

@ -131,7 +131,7 @@ static void glfw_mouse_button_callback(GLFWwindow* window, int button, int actio
static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset) static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.MouseWheel = yoffset; // Use fractional mouse wheel, 1.0 unit 3 lines. io.MouseWheel = (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
} }
static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)

2
imgui.h

@ -488,7 +488,7 @@ struct ImGuiIO
ImVec2 MousePos; // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) ImVec2 MousePos; // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
bool MouseDown[5]; // Mouse buttons. ImGui itself only uses button 0 (left button) but you can use others as storage for convenience. bool MouseDown[5]; // Mouse buttons. ImGui itself only uses button 0 (left button) but you can use others as storage for convenience.
float MouseWheel; // Mouse wheel: 1 unit scrolls about 3 lines text. float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text.
bool KeyCtrl; // Keyboard modifier pressed: Control bool KeyCtrl; // Keyboard modifier pressed: Control
bool KeyShift; // Keyboard modifier pressed: Shift bool KeyShift; // Keyboard modifier pressed: Shift
bool KeysDown[512]; // Keyboard keys that are pressed (in whatever order user naturally has access to keyboard data) bool KeysDown[512]; // Keyboard keys that are pressed (in whatever order user naturally has access to keyboard data)

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