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Diffstat (limited to 'imgui_helper_widgets.cpp')
-rw-r--r--imgui_helper_widgets.cpp52
1 files changed, 26 insertions, 26 deletions
diff --git a/imgui_helper_widgets.cpp b/imgui_helper_widgets.cpp
index 17a9193..c27e947 100644
--- a/imgui_helper_widgets.cpp
+++ b/imgui_helper_widgets.cpp
@@ -16,34 +16,34 @@ ImGui_ScreenPointToCompUV(ImVec2 ViewportMin, ImVec2 CompPos, ImVec2 CompZoom, I
// 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)
+ImGui_WarpMouse(project_state *State, 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;
+ State->Warp_WantSetPos = true;
+ State->Warp_PositionToSet = ImVec2(Max.x - 5, MousePos.y);
+ State->Warp_PositionInitial = MousePos.x;
+ State->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;
+ State->Warp_WantSetPos = true;
+ State->Warp_PositionToSet = ImVec2(Min.x + 5, MousePos.y);
+ State->Warp_PositionInitial = MousePos.x;
+ State->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;
+ State->Warp_WantSetPos = true;
+ State->Warp_PositionToSet = ImVec2(MousePos.x, Max.y - 5);
+ State->Warp_PositionInitial = MousePos.y;
+ State->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;
+ State->Warp_WantSetPos = true;
+ State->Warp_PositionToSet = ImVec2(MousePos.x, Min.y + 5);
+ State->Warp_PositionInitial = MousePos.y;
+ State->Warp_Direction = 3;
}
}
}
@@ -52,16 +52,16 @@ ImGui_WarpMouse(ui *UI, ImVec2 MousePos, ImVec2 Min, ImVec2 Max, int Direction =
// increment the wrap amount when MousePos actually is measured to be what we expect.
static void
-ImGui_WarpMouseFinish(ui *UI, ImVec2 MousePos)
+ImGui_WarpMouseFinish(project_state *State, 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++;
+ if (State->Warp_Direction == 0) {
+ if (MousePos.x < State->Warp_PositionInitial) State->Warp_X--;
+ } else if (State->Warp_Direction == 1) {
+ if (MousePos.x > State->Warp_PositionInitial) State->Warp_X++;
+ } else if (State->Warp_Direction == 2) {
+ if (MousePos.y < State->Warp_PositionInitial) State->Warp_Y--;
+ } else if (State->Warp_Direction == 3) {
+ if (MousePos.y > State->Warp_PositionInitial) State->Warp_Y++;
} else {
Assert(0);
}