Browse Source

mouse: Return float movement for precise scrolling where possible (#1397)

pull/1408/head
Doyle 4 years ago
committed by GitHub
parent
commit
b29311c7ca
No known key found for this signature in database GPG Key ID: 4AEE18F83AFDEB23
8 changed files with 19 additions and 19 deletions
  1. +1
    -1
      projects/Geany/raylib.c.tags
  2. +1
    -1
      projects/Notepad++/c_raylib.xml
  3. +1
    -1
      projects/Notepad++/raylib_npp_parser/raylib_npp.xml
  4. +1
    -1
      projects/Notepad++/raylib_npp_parser/raylib_to_parse.h
  5. +2
    -2
      projects/VS2017.UWP/raylib.App.UWP/App.cpp
  6. +2
    -2
      src/camera.h
  7. +10
    -10
      src/core.c
  8. +1
    -1
      src/raylib.h

+ 1
- 1
projects/Geany/raylib.c.tags View File

@ -103,7 +103,7 @@ GetMousePosition|Vector2|(void);|
SetMousePosition|void|(int x, int y);|
SetMouseOffset|void|(int offsetX, int offsetY);|
SetMouseScale|void|(float scaleX, float scaleY);|
GetMouseWheelMove|int|(void);|
GetMouseWheelMove|float|(void);|
GetTouchX|int|(void);|
GetTouchY|int|(void);|
GetTouchPosition|Vector2|(int index);|

+ 1
- 1
projects/Notepad++/c_raylib.xml View File

@ -436,7 +436,7 @@
</Overload>
</KeyWord>
<KeyWord name="GetMouseWheelMove" func="yes">
<Overload retVal="int" descr="Returns mouse wheel movement Y"></Overload>
<Overload retVal="float" descr="Returns mouse wheel movement Y"></Overload>
</KeyWord>
<!-- Input-related functions: touch -->

+ 1
- 1
projects/Notepad++/raylib_npp_parser/raylib_npp.xml View File

@ -571,7 +571,7 @@
</Overload>
</KeyWord>
<KeyWord name="GetMouseWheelMove" func="yes">
<Overload retVal="int" descr="Returns mouse wheel movement Y"></Overload>
<Overload retVal="float" descr="Returns mouse wheel movement Y"></Overload>
</KeyWord>
<!-- Input-related functions: touch -->

+ 1
- 1
projects/Notepad++/raylib_npp_parser/raylib_to_parse.h View File

@ -147,7 +147,7 @@ RLAPI Vector2 GetMousePosition(void); // Returns mouse p
RLAPI void SetMousePosition(int x, int y); // Set mouse position XY
RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
RLAPI int GetMouseWheelMove(void); // Returns mouse wheel movement Y
RLAPI float GetMouseWheelMove(void); // Returns mouse wheel movement Y
// Input-related functions: touch
RLAPI int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size)

+ 2
- 2
projects/VS2017.UWP/raylib.App.UWP/App.cpp View File

@ -213,7 +213,7 @@ void App::GameLoop()
DisableCursor();
}
static int pos = 0;
static float pos = 0;
pos -= GetMouseWheelMove();
//----------------------------------------------------------------------------------
@ -235,7 +235,7 @@ void App::GameLoop()
if (IsKeyDown(KEY_BACKSPACE)) DrawRectangle(280, 250, 20, 20, BLACK);
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) DrawRectangle(280, 250, 20, 20, BLACK);
DrawRectangle(280, pos + 50, 20, 20, BLACK);
DrawRectangle(280, p">(int)pos + 50, 20, 20, BLACK);
DrawRectangle(250, 280 + (gTime++ % 60), 10, 10, PURPLE);
EndDrawing();

+ 2
- 2
src/camera.h View File

@ -236,7 +236,7 @@ static void DisableCursor() {} // Lock cursor
static int IsKeyDown(int key) { return 0; }
static int IsMouseButtonDown(int button) { return 0;}
static int GetMouseWheelMove() { return i">0; }
static float GetMouseWheelMove() { return f">0.f; }
static Vector2 GetMousePosition() { return (Vector2){ 0.0f, 0.0f }; }
#endif
@ -285,7 +285,7 @@ void UpdateCamera(Camera *camera)
// Mouse movement detection
Vector2 mousePositionDelta = { 0.0f, 0.0f };
Vector2 mousePosition = GetMousePosition();
int mouseWheelMove = GetMouseWheelMove();
float mouseWheelMove = GetMouseWheelMove();
// Keys input detection
// TODO: Input detection is raylib-dependant, it could be moved outside the module

+ 10
- 10
src/core.c View File

@ -428,8 +428,8 @@ typedef struct CoreData {
char currentButtonState[3]; // Registers current mouse button state
char previousButtonState[3]; // Registers previous mouse button state
int currentWheelMove; // Registers current mouse wheel variation
int previousWheelMove; // Registers previous mouse wheel variation
float currentWheelMove; // Registers current mouse wheel variation
float previousWheelMove; // Registers previous mouse wheel variation
#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
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)
#endif
@ -2722,12 +2722,12 @@ void SetMouseScale(float scaleX, float scaleY)
}
// Returns mouse wheel movement Y
int GetMouseWheelMove(void)
float GetMouseWheelMove(void)
{
#if defined(PLATFORM_ANDROID)
return i">0;
return f">0.f;
#elif defined(PLATFORM_WEB)
return CORE.Input.Mouse.previousWheelMove/i">100;
return CORE.Input.Mouse.previousWheelMove/f">100.f;
#else
return CORE.Input.Mouse.previousWheelMove;
#endif
@ -3896,7 +3896,7 @@ static void PollInputEvents(void)
// Register previous mouse states
CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
CORE.Input.Mouse.currentWheelMove = i">0;
CORE.Input.Mouse.currentWheelMove = f">0.f;
for (int i = 0; i < 3; i++)
{
CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
@ -3918,7 +3918,7 @@ static void PollInputEvents(void)
// Register previous mouse states
CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
CORE.Input.Mouse.currentWheelMove = i">0;
CORE.Input.Mouse.currentWheelMove = f">0.f;
for (int i = 0; i < 3; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
#endif // PLATFORM_UWP
@ -3934,7 +3934,7 @@ static void PollInputEvents(void)
// Register previous mouse wheel state
CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
CORE.Input.Mouse.currentWheelMove = i">0;
CORE.Input.Mouse.currentWheelMove = f">0.f;
#endif
// Register previous touch states
@ -4151,7 +4151,7 @@ static void ErrorCallback(int error, const char *description)
// GLFW3 Srolling Callback, runs on mouse wheel
static void ScrollCallback(GLFWwindow *window, double xoffset, double yoffset)
{
CORE.Input.Mouse.currentWheelMove = (int)yoffset;
CORE.Input.Mouse.currentWheelMove = (float)yoffset;
}
// GLFW3 Keyboard Callback, runs on key pressed
@ -5520,7 +5520,7 @@ void UWPSetMouseSetPosFunc(UWPMouseSetPosFunc func) { uwpMouseSetPosFunc = func;
void *UWPGetCoreWindowPtr() { return uwpCoreWindow; }
void UWPSetCoreWindowPtr(void* ptr) { uwpCoreWindow = ptr; }
void UWPMouseWheelEvent(int deltaY) { CORE.Input.Mouse.currentWheelMove = (int)deltaY; }
void UWPMouseWheelEvent(int deltaY) { CORE.Input.Mouse.currentWheelMove = (float)deltaY; }
void UWPKeyDownEvent(int key, bool down, bool controlKey)
{

+ 1
- 1
src/raylib.h View File

@ -1015,7 +1015,7 @@ RLAPI Vector2 GetMousePosition(void); // Returns mouse p
RLAPI void SetMousePosition(int x, int y); // Set mouse position XY
RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
RLAPI int GetMouseWheelMove(void); // Returns mouse wheel movement Y
RLAPI float GetMouseWheelMove(void); // Returns mouse wheel movement Y
// Input-related functions: touch
RLAPI int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size)

Loading…
Cancel
Save