2018-06-22 23:54:39 +01:00
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module imgui;
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import glad.gl.all;
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import derelict.sdl2.sdl;
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import derelict.imgui.imgui;
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import window;
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import std.traits : isDelegate, ReturnType, ParameterTypeTuple;
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auto bindDelegate(T, string file = __FILE__, size_t line = __LINE__)(T t) if(isDelegate!T) {
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static T dg;
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dg = t;
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extern(C) static ReturnType!T func(ParameterTypeTuple!T args) {
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return dg(args);
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}
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return &func;
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} // bindDelegate (thanks Destructionator)
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struct Imgui {
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// OpenGL data, cleanup soon
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GLuint g_FontTexture = 0;
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int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
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int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
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int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
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uint g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
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2018-06-23 01:02:07 +01:00
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// imgui input related state
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bool[3] mouse_buttons_pressed;
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float scroll_wheel = 0.0f;
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2018-06-22 23:54:39 +01:00
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void initialize() {
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auto io = igGetIO();
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io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
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io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
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io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
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io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
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io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
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io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
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io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
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io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
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io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
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io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
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io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
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io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
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io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
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io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
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io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
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io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
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io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
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io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
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2018-06-23 01:02:07 +01:00
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io.RenderDrawListsFn = bindDelegate(&renderDrawLists);
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io.SetClipboardTextFn = bindDelegate(&setClipboardText);
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io.GetClipboardTextFn = bindDelegate(&getClipboardText);
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2018-06-22 23:54:39 +01:00
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}
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2018-06-23 01:02:07 +01:00
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void createFontTexture() {
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// build texture atlas
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auto io = igGetIO();
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ubyte* pixels;
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int width, height;
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ImFontAtlas_GetTexDataAsRGBA32(io.Fonts, &pixels, &width, &height, null);
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// upload texture to graphics system
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GLint last_texture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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glGenTextures(1, &g_FontTexture);
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glBindTexture(GL_TEXTURE_2D, g_FontTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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// store our identifier
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ImFontAtlas_SetTexID(io.Fonts, cast(void*)g_FontTexture);
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// restore state
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glBindTexture(GL_TEXTURE_2D, last_texture);
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2018-06-22 23:54:39 +01:00
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}
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2018-06-23 01:02:07 +01:00
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void createDeviceObjects() {
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2018-06-22 23:54:39 +01:00
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// backup GL state
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GLint last_texture, last_array_buffer, last_vertex_array;
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2018-06-23 01:02:07 +01:00
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if (last_texture != 0) glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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if (last_array_buffer != 0) glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
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if (last_vertex_array != 0) glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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2018-06-22 23:54:39 +01:00
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const GLchar *vertex_shader = q{
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#version 330
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uniform mat4 ProjMtx;
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in vec2 Position;
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in vec2 UV;
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in vec4 Color;
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out vec2 Frag_UV;
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out vec4 Frag_Color;
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void main() {
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Frag_UV = UV;
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Frag_Color = Color;
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gl_Position = ProjMtx * vec4(Position.xy,0,1);
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}
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};
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const GLchar* fragment_shader = q{
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#version 330
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uniform sampler2D Texture;
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in vec2 Frag_UV;
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in vec4 Frag_Color;
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out vec4 Out_Color;
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void main() {
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Out_Color = Frag_Color * texture( Texture, Frag_UV.st);
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}
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};
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g_ShaderHandle = glCreateProgram();
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g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
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g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(g_VertHandle, 1, &vertex_shader, null);
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glShaderSource(g_FragHandle, 1, &fragment_shader, null);
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glCompileShader(g_VertHandle);
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glCompileShader(g_FragHandle);
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glAttachShader(g_ShaderHandle, g_VertHandle);
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glAttachShader(g_ShaderHandle, g_FragHandle);
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glLinkProgram(g_ShaderHandle);
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g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
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g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
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g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
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g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
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g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
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glGenBuffers(1, &g_VboHandle);
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glGenBuffers(1, &g_ElementsHandle);
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glGenVertexArrays(1, &g_VaoHandle);
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glBindVertexArray(g_VaoHandle);
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glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
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glEnableVertexAttribArray(g_AttribLocationPosition);
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glEnableVertexAttribArray(g_AttribLocationUV);
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glEnableVertexAttribArray(g_AttribLocationColor);
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glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, ImDrawVert.sizeof, cast(void*)ImDrawVert.pos.offsetof);
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glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, ImDrawVert.sizeof, cast(void*)ImDrawVert.uv.offsetof);
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glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, ImDrawVert.sizeof, cast(void*)ImDrawVert.col.offsetof);
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2018-06-23 01:02:07 +01:00
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createFontTexture();
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2018-06-22 23:54:39 +01:00
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// restore modified GL state
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glBindTexture(GL_TEXTURE_2D, last_texture);
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glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
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glBindVertexArray(last_vertex_array);
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}
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extern(C) nothrow
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2018-06-23 01:02:07 +01:00
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void renderDrawLists(ImDrawData* draw_data) {
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2018-06-22 23:54:39 +01:00
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// avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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auto io = igGetIO();
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int fb_width = cast(int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
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int fb_height = cast(int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
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if (fb_width == 0 || fb_height == 0) { return; }
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draw_data.ScaleClipRects(io.DisplayFramebufferScale);
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// backup GL state
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GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, cast(GLint*)&last_active_texture);
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glActiveTexture(GL_TEXTURE0);
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GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
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GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
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GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
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GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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GLint[4] last_viewport; glGetIntegerv(GL_VIEWPORT, last_viewport.ptr);
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GLint[4] last_scissor_box; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box.ptr);
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GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, cast(GLint*)&last_blend_src_rgb);
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GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, cast(GLint*)&last_blend_dst_rgb);
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GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, cast(GLint*)&last_blend_src_alpha);
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GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, cast(GLint*)&last_blend_dst_alpha);
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GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, cast(GLint*)&last_blend_equation_rgb);
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GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, cast(GLint*)&last_blend_equation_alpha);
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GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
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GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
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GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
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GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_SCISSOR_TEST);
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// Setup viewport, orthographic projection matrix
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glViewport(0, 0, cast(GLsizei)fb_width, cast(GLsizei)fb_height);
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const float[4][4] ortho_projection = [
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[ 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f ],
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[ 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f ],
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[ 0.0f, 0.0f, -1.0f, 0.0f ],
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[-1.0f, 1.0f, 0.0f, 1.0f ],
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];
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2018-06-23 01:02:07 +01:00
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2018-06-22 23:54:39 +01:00
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glUseProgram(g_ShaderHandle);
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glUniform1i(g_AttribLocationTex, 0);
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glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
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glBindVertexArray(g_VaoHandle);
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foreach (int n; 0 .. draw_data.CmdListsCount) {
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ImDrawList* cmd_list = draw_data.CmdLists[n];
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ImDrawIdx* idx_buffer_offset;
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auto countVertices = ImDrawList_GetVertexBufferSize(cmd_list);
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auto countIndices = ImDrawList_GetIndexBufferSize(cmd_list);
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glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
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glBufferData(GL_ARRAY_BUFFER, countVertices * ImDrawVert.sizeof, cast(GLvoid*)ImDrawList_GetVertexPtr(cmd_list,0), GL_STREAM_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, countIndices * ImDrawIdx.sizeof, cast(GLvoid*)ImDrawList_GetIndexPtr(cmd_list,0), GL_STREAM_DRAW);
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auto cmdCnt = ImDrawList_GetCmdSize(cmd_list);
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foreach(int cmd_i; 0 .. cmdCnt) {
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auto pcmd = ImDrawList_GetCmdPtr(cmd_list, cmd_i);
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if (pcmd.UserCallback) {
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pcmd.UserCallback(cmd_list, pcmd);
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} else {
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glBindTexture(GL_TEXTURE_2D, cast(GLuint)pcmd.TextureId);
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glScissor(cast(int)pcmd.ClipRect.x, cast(int)(fb_height - pcmd.ClipRect.w), cast(int)(pcmd.ClipRect.z - pcmd.ClipRect.x), cast(int)(pcmd.ClipRect.w - pcmd.ClipRect.y));
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glDrawElements(GL_TRIANGLES, cast(GLsizei)pcmd.ElemCount, ImDrawIdx.sizeof == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
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}
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idx_buffer_offset += pcmd.ElemCount;
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}
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}
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// Restore modified GL state
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glUseProgram(last_program);
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glBindTexture(GL_TEXTURE_2D, last_texture);
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glActiveTexture(last_active_texture);
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glBindVertexArray(last_vertex_array);
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glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
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glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
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glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
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if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
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if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
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if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
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if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
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glViewport(last_viewport[0], last_viewport[1], cast(GLsizei)last_viewport[2], cast(GLsizei)last_viewport[3]);
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glScissor(last_scissor_box[0], last_scissor_box[1], cast(GLsizei)last_scissor_box[2], cast(GLsizei)last_scissor_box[3]);
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}
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extern(C) nothrow
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2018-06-23 01:02:07 +01:00
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const(char)* getClipboardText(void* user_data) {
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2018-06-22 23:54:39 +01:00
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return SDL_GetClipboardText();
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}
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extern(C) nothrow
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2018-06-23 01:02:07 +01:00
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void setClipboardText(void* user_data, const (char)* text) {
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2018-06-22 23:54:39 +01:00
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SDL_SetClipboardText(text);
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}
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2018-06-23 01:02:07 +01:00
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void newFrame(ref Window win) {
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auto io = igGetIO();
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int win_w, win_h;
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win.window_size(win_w, win_h);
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int fbo_w, fbo_h;
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win.framebuffer_size(fbo_w, fbo_h);
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io.DisplaySize = ImVec2(win_w, win_h);
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io.DisplayFramebufferScale = ImVec2(cast(float)fbo_w / win_w, cast(float)fbo_h / win_h);
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int m_x, m_y;
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win.mouse_pos(m_x, m_y);
|
|
|
|
io.MousePos = ImVec2(cast(float)m_x, cast(float)m_y);
|
|
|
|
|
|
|
|
io.MouseDown[0] = mouse_buttons_pressed[0] || (SDL_GetMouseState(null, null) & SDL_BUTTON_LEFT) != 0;
|
|
|
|
mouse_buttons_pressed[0] = false;
|
|
|
|
|
|
|
|
io.MouseDown[1] = mouse_buttons_pressed[0] || (SDL_GetMouseState(null, null) & SDL_BUTTON_MIDDLE) != 0;
|
|
|
|
mouse_buttons_pressed[1] = false;
|
|
|
|
|
|
|
|
io.MouseDown[2] = mouse_buttons_pressed[2] || (SDL_GetMouseState(null, null) & SDL_BUTTON_RIGHT) != 0;
|
|
|
|
mouse_buttons_pressed[2] = false;
|
|
|
|
|
|
|
|
io.MouseWheel = scroll_wheel;
|
|
|
|
scroll_wheel = 0.0f;
|
|
|
|
|
|
|
|
igNewFrame();
|
2018-06-22 23:54:39 +01:00
|
|
|
|
|
|
|
}
|
|
|
|
|
2018-06-23 01:02:07 +01:00
|
|
|
void endFrame() {
|
|
|
|
|
|
|
|
igRender();
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
void handleEvent(ref SDL_Event ev) {
|
|
|
|
|
|
|
|
auto io = igGetIO();
|
2018-06-22 23:54:39 +01:00
|
|
|
|
|
|
|
switch (ev.type) with (SDL_EventType) {
|
|
|
|
|
|
|
|
case SDL_TEXTINPUT:
|
2018-06-23 01:02:07 +01:00
|
|
|
ImGuiIO_AddInputCharacter(cast(ushort)ev.text.text[0]);
|
|
|
|
|
2018-06-22 23:54:39 +01:00
|
|
|
break;
|
|
|
|
|
2018-06-23 01:02:07 +01:00
|
|
|
case SDL_KEYDOWN, SDL_KEYUP:
|
|
|
|
|
|
|
|
auto mods = ev.key.keysym.mod;
|
|
|
|
io.KeyCtrl = (mods & KMOD_CTRL) != 0;
|
|
|
|
io.KeyShift = (mods & KMOD_SHIFT) != 0;
|
|
|
|
io.KeyAlt = (mods & KMOD_ALT) != 0;
|
|
|
|
|
2018-06-22 23:54:39 +01:00
|
|
|
break;
|
2018-06-23 01:02:07 +01:00
|
|
|
|
|
|
|
case SDL_MOUSEBUTTONDOWN, SDL_MOUSEBUTTONUP:
|
|
|
|
auto btn = ev.button.button;
|
|
|
|
|
|
|
|
if (btn < 4) {
|
|
|
|
mouse_buttons_pressed[btn - 1] = (ev.type == SDL_MOUSEBUTTONDOWN);
|
|
|
|
}
|
|
|
|
|
2018-06-22 23:54:39 +01:00
|
|
|
break;
|
2018-06-23 01:02:07 +01:00
|
|
|
|
2018-06-22 23:54:39 +01:00
|
|
|
case SDL_MOUSEWHEEL:
|
2018-06-23 01:02:07 +01:00
|
|
|
scroll_wheel += ev.wheel.y;
|
2018-06-22 23:54:39 +01:00
|
|
|
|
|
|
|
break;
|
2018-06-23 01:02:07 +01:00
|
|
|
|
2018-06-22 23:54:39 +01:00
|
|
|
default:
|
|
|
|
break;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|