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-rw-r--r--imgui_helper_widgets.cpp68
1 files changed, 68 insertions, 0 deletions
diff --git a/imgui_helper_widgets.cpp b/imgui_helper_widgets.cpp
new file mode 100644
index 0000000..105dad2
--- /dev/null
+++ b/imgui_helper_widgets.cpp
@@ -0,0 +1,68 @@
+// Widgets not directly related to drawing UI.
+
+// Returns a normalized UV position of the composition
+static v2
+ImGui_ScreenPointToCompUV(ImVec2 ViewportMin, ImVec2 CompPos, ImVec2 CompZoom, ImVec2 MousePos)
+{
+ ImVec2 LocalMousePos = MousePos - ViewportMin;
+ ImVec2 LocalCompPos = CompPos - ViewportMin;
+ ImVec2 MouseScreenUV = LocalMousePos - LocalCompPos;
+ ImVec2 Result = MouseScreenUV / CompZoom;
+ return V2(Result);
+}
+
+// NOTE(fox): We have to do a bit of hackery here to tell how many times the
+// mouse has been warped during a drag, since it doesn't seem like we can rely
+// on SDL_WarpMouseGlobal to update on the first frame of a WantSetPos request.
+
+static void
+ImGui_WarpMouse(ui *UI, ImVec2 MousePos, ImVec2 Min, ImVec2 Max, int Direction = 3)
+{
+ if (Direction & 1) {
+ if (MousePos.x < Min.x) {
+ UI->Warp_WantSetPos = true;
+ UI->Warp_PositionToSet = ImVec2(Max.x - 5, MousePos.y);
+ UI->Warp_PositionInitial = MousePos.x;
+ UI->Warp_Direction = 0;
+ }
+ if (MousePos.x > Max.x) {
+ UI->Warp_WantSetPos = true;
+ UI->Warp_PositionToSet = ImVec2(Min.x + 5, MousePos.y);
+ UI->Warp_PositionInitial = MousePos.x;
+ UI->Warp_Direction = 1;
+ }
+ }
+ if (Direction & 2) {
+ if (MousePos.y < Min.y) {
+ UI->Warp_WantSetPos = true;
+ UI->Warp_PositionToSet = ImVec2(MousePos.x, Max.y - 5);
+ UI->Warp_PositionInitial = MousePos.y;
+ UI->Warp_Direction = 2;
+ }
+ if (MousePos.y > Max.y) {
+ UI->Warp_WantSetPos = true;
+ UI->Warp_PositionToSet = ImVec2(MousePos.x, Min.y + 5);
+ UI->Warp_PositionInitial = MousePos.y;
+ UI->Warp_Direction = 3;
+ }
+ }
+}
+
+// We record the initial position and the direction of the wrap, and only
+// increment the wrap amount when MousePos actually is measured to be what we expect.
+
+static void
+ImGui_WarpMouseFinish(ui *UI, ImVec2 MousePos)
+{
+ if (UI->Warp_Direction == 0) {
+ if (MousePos.x < UI->Warp_PositionInitial) UI->Warp_X--;
+ } else if (UI->Warp_Direction == 1) {
+ if (MousePos.x > UI->Warp_PositionInitial) UI->Warp_X++;
+ } else if (UI->Warp_Direction == 2) {
+ if (MousePos.y < UI->Warp_PositionInitial) UI->Warp_Y--;
+ } else if (UI->Warp_Direction == 3) {
+ if (MousePos.y > UI->Warp_PositionInitial) UI->Warp_Y++;
+ } else {
+ Assert(0);
+ }
+}