// 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(project_state *State, ImVec2 MousePos, ImVec2 Min, ImVec2 Max, int Direction = 3) { if (Direction & 1) { if (MousePos.x < Min.x) { 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) { 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) { 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) { State->Warp_WantSetPos = true; State->Warp_PositionToSet = ImVec2(MousePos.x, Min.y + 5); State->Warp_PositionInitial = MousePos.y; State->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(project_state *State, ImVec2 MousePos) { 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); } } static ImVec2 ImGui_Brush_CalcMousePos(project_state *State, ImGuiIO &io, ImVec2 MouseDelta, int32 i, real32 DeltaDistance, real32 DeltaSlope) { ImVec2 MousePos; if (State->Brush.Type == brush_normal) { MousePos = io.MousePos - (MouseDelta * (i / DeltaDistance)); } else if (State->Brush.Type == brush_wacky1) { MousePos = io.MousePos + (io.MousePos * (i / MouseDelta)); } else if (State->Brush.Type == brush_wacky2) { MousePos = io.MousePos - (MouseDelta / (i / DeltaDistance)); } else if (State->Brush.Type == brush_wacky3) { MousePos = io.MousePos - (MouseDelta * (i / ImVec2(MouseDelta.y, MouseDelta.x))); } else { Assert(0); } return MousePos; }