Added support for the scroll wheel when using the simulator
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@ -69,6 +69,9 @@ struct touchscreen {
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bool in_mmotion;
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bool in_mmotion;
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};
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};
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/* -- INPUT DEFINITIONS ---------------------------------------------------- */
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#define WHEEL_DELTA 120 //This is taken from http://msdn.microsoft.com/en-us/library/windows/desktop/ms646254(v=vs.85).aspx
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/* -- JOYSTICK-SPECIFIC STRUCTURES AND TYPES ------------------------------- */
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/* -- JOYSTICK-SPECIFIC STRUCTURES AND TYPES ------------------------------- */
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/*
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/*
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@ -393,8 +393,46 @@ void fgPlatformProcessSingleEvent ( void )
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}
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}
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if (wheel) {
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if (wheel) {
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/* Very slightly modified from fg_main_mswin.
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* Because we don't want MouseWheel to be called every. single. time.
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* That the action occurs, we mimic the Windows version with "wheel deltas"
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* XXX Do we even want this?
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* XXX If we want this, it's possible to get horizontal scroll as well.
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* XXX -Vertical scroll=wheel 0, horizontal=wheel 1? */
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fgState.MouseWheelTicks -= wheel;
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fgState.MouseWheelTicks -= wheel;
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//TODO: Implement wheel support (based on fg_main_mswin... though it seems excessive)
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if (abs(fgState.MouseWheelTicks) >= WHEEL_DELTA)
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{
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int wheel_number = 0;
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int direction = (fgState.MouseWheelTicks > 0) ? -1 : 1;
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if (!FETCH_WCB(*window, MouseWheel) && !FETCH_WCB(*window, Mouse))
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break;
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//XXX fgSetWindow(window);
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while(abs(fgState.MouseWheelTicks) >= WHEEL_DELTA)
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{
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if (FETCH_WCB(*window, MouseWheel))
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INVOKE_WCB(*window, MouseWheel, (wheel_number, direction, window->State.MouseX, window->State.MouseY));
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else /* No mouse wheel, call the mouse button callback twice */
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{
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/*
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* Map wheel zero to button 3 and 4; +1 to 3, -1 to 4
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* " " one +1 to 5, -1 to 6, ...
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*
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* XXX The below assumes that you have no more than 3 mouse
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* XXX buttons. Sorry.
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*/
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int button = wheel_number * 2 + 3;
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if (direction < 0)
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++button;
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INVOKE_WCB(*window, Mouse, (button, GLUT_DOWN, window->State.MouseX, window->State.MouseY));
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INVOKE_WCB(*window, Mouse, (button, GLUT_UP, window->State.MouseX, window->State.MouseY));
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}
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fgState.MouseWheelTicks -= WHEEL_DELTA * direction;
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}
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}
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}
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}
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fgState.Modifiers = INVALID_MODIFIERS;
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fgState.Modifiers = INVALID_MODIFIERS;
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