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Handle relative mouse mode mouse pos for imgui
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@ -19,6 +19,9 @@ var (
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isSdlButtonLeftDown = false
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isSdlButtonMiddleDown = false
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isSdlButtonRightDown = false
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ImguiRelativeMouseModePosX float32
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ImguiRelativeMouseModePosY float32
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)
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type Window struct {
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@ -115,13 +118,17 @@ func (w *Window) handleInputs() {
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}
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}
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// 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.
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x, y, _ := sdl.GetMouseState()
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imIo.SetMousePos(imgui.Vec2{X: float32(x), Y: float32(y)})
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if sdl.GetRelativeMouseMode() {
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imIo.SetMousePos(imgui.Vec2{X: ImguiRelativeMouseModePosX, Y: ImguiRelativeMouseModePosY})
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} else {
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x, y, _ := sdl.GetMouseState()
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imIo.SetMousePos(imgui.Vec2{X: float32(x), Y: float32(y)})
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}
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imIo.SetMouseButtonDown(0, isSdlButtonLeftDown)
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imIo.SetMouseButtonDown(1, isSdlButtonRightDown)
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imIo.SetMouseButtonDown(2, isSdlButtonMiddleDown)
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// 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.
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imIo.SetMouseButtonDown(imgui.MouseButtonLeft, isSdlButtonLeftDown)
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imIo.SetMouseButtonDown(imgui.MouseButtonRight, isSdlButtonRightDown)
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imIo.SetMouseButtonDown(imgui.MouseButtonMiddle, isSdlButtonMiddleDown)
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}
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func (w *Window) handleWindowResize() {
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