void Moveable::mouseMoveEvent( MouseMoveEvent& event ) { if( _activeMode == 1 ) { int cx, cy, nx, ny, dx, dy; position( cx, cy ); event.position( nx, ny ); dx = nx - _lx; dy = ny - _ly; setPosition( cx + dx, cy + dy ); _lx = nx - dx; _ly = ny - dy; update(); } else if( _activeMode == 2 ) { int cw, ch, nx, ny, dx, dy; event.position( nx, ny ); dx = nx - _lx; dy = ny - _ly; size( cw, ch ); cw = Math::max( cw + dx, 32 ); ch = Math::max( ch + dy, 32 ); setSize( cw, ch ); _lx = nx; _ly = ny; update(); } else if( _activeWidget ) { mapGlobal( event.x, event.y ); _activeWidget->mapLocal( event.x, event.y ); _activeWidget->mouseMoveEvent( event ); } }
void AreaLightsExample::mouseMoveEvent(MouseMoveEvent& event) { if(_ui->handleMoveEvent(event.position())) { /* UI handles it */ } else if((event.buttons() & MouseMoveEvent::Button::Left)) { const Vector2 delta = 3.0f* Vector2{event.position() - _previousMousePosition}/Vector2{GL::defaultFramebuffer.viewport().size()}; _cameraRotation += delta; _previousMousePosition = event.position(); } else return; redraw(); }
void PrimitivesExample::mouseMoveEvent(MouseMoveEvent& event) { if(!(event.buttons() & MouseMoveEvent::Button::Left)) return; const Vector2 delta = 3.0f* Vector2{event.position() - _previousMousePosition}/ Vector2{GL::defaultFramebuffer.viewport().size()}; _transformation = Matrix4::rotationX(Rad{delta.y()})* _transformation* Matrix4::rotationY(Rad{delta.x()}); _previousMousePosition = event.position(); event.setAccepted(); redraw(); }
virtual void onMouseMove(Mouse& source, const MouseMoveEvent& e) { if(fpsMode) { camera->rotation.y += e.getDelta().x / 10.0f; camera->rotation.x += e.getDelta().y / 10.0f; while(camera->rotation.y < 0) camera->rotation.y += 360; while(camera->rotation.y >= 360) camera->rotation.y -= 360; if(camera->rotation.x < -80) camera->rotation.x = -80; if(camera->rotation.x > 80) camera->rotation.x = 80; Real rotX = (camera->rotation.x) / 180 * OPENLIMA_REAL(3.1415926535); Real rotY = (camera->rotation.y + 180) / 180 * OPENLIMA_REAL(3.1415926535); Real cy = -sin(rotX); Real cz = cos(rotX); Vector3f dir(cz * sin(-rotY), cy, cz * cos(-rotY)); cameraLight->direction = dir; } }
void Menu::mouseMoveEvent(MouseMoveEvent& event) { Vector2 cursorPosition = Vector2::yScale(-1.0f)*(Vector2(event.position())/Vector2(defaultFramebuffer.viewport().size())-Vector2(0.5f))*camera->projectionSize(); MenuItem* collisionBefore = static_cast<MenuItem*>(shapes.firstCollision(*cursor)); cursor->resetTransformation().translate(cursorPosition); MenuItem* collisionAfter = static_cast<MenuItem*>(shapes.firstCollision(*cursor)); if(collisionBefore != collisionAfter) { if(collisionBefore) collisionBefore->hoverChanged(false); if(collisionAfter) collisionAfter->hoverChanged(true); } event.setAccepted(); redraw(); }
template<class MouseMoveEvent> bool Context::handleMouseMoveEvent(MouseMoveEvent& event) { /* Ensure we use the context we're linked to */ ImGui::SetCurrentContext(_context); ImGuiIO& io = ImGui::GetIO(); io.MousePos = ImVec2(Vector2(event.position())*_eventScaling); return io.WantCaptureMouse; }
// Dispatch a mouse move event to any registered handlers void EventDispatcher::handleMouseMove(MouseMoveEvent& evt) { HANDLE dev = evt.getDeviceHandle(); { // Set the device name if it's available ScopedCriticalSection mMutex(&mdLock); if(mouseDevices.count(dev) > 0) { evt.setDeviceInfo(mouseDevices[dev]); } else { // It's an unknown device, let's see what we can find out about it. ScopedNonCriticalSection unlock(&mdLock); MouseInfo *mi = unknownMouseDevice(dev); if(mi) { evt.setDeviceInfo(mi); } } } { // Run the chain, let someone make a decision about this event ScopedCriticalSection mecMutex(&mecLock); if(mouseEventChains.count(dev) > 0 && mouseEventChains[dev]->chainSize() > 0) { // You like me! You really, really like me! mouseEventChains[dev]->runMouseMoveEventChain(evt); } else { // Zero is the REAL lonliest number. It's the lonliest number // since the number one. } } }
void GameCursor::mouse_move(const MouseMoveEvent& event) { if (event.where().h >= viewport().left) { wake(); } }
const void Editor::mouseMoveListener(MouseMoveEvent event){ cout << event.x() << " " << event.y() << endl; }
void EventTracker::mouse_move(const MouseMoveEvent& event) { _mouse = event.where(); }