voidgameDialog::handleMouse(intbutton,intaction) {intx, y;glfwGetMousePos(&x, &y);if(fShowInventory) {// Override the usual mouse handlingboolclose = gInventory.HandleMouseClick(button, action, x, y);if(close) { fShowInventory =false; gMsgWindow.SetAlternatePosition(0,0,false); }return...
GLFWAPI int glfwGetInputMode(GLFWwindow* window, int mode); 获取窗口输入选项的值,mode取值为:GLFW_CURSOR, GLFW_STICKY_KEYS, GLFW_STICKY_MOUSE_BUTTONS, GLFW_LOCK_KEY_MODS, GLFW_RAW_MOUSE_MOTION。 GLFWAPI void glfwSetInputMode(GLFWwindow* window, int mode, int value); 设置窗口的输入模式,mod...
glfwGetWindowSize(window,winWidth,winHeight); mousePos.set((float)x[0]-(winWidth[0]/2.0f),-((float)y[0]-(winHeight[0]/2.0f))); returnmousePos; } 代码示例来源:origin: playn/playn privatePointqueryCursorPosition(){ xpos.rewind();ypos.rewind(); glfwGetCursorPos(window,xpos,ypos)...
[英]Returns the last state reported for the specified mouse button to the specified window. The returned state is one of #GLFW_PRESS or #GLFW_RELEASE. The higher-level action #GLFW_REPEAT is only reported to the mouse button callback. If the #GLFW_STICKY_MOUSE_BUTTONS input mode is enabl...
But the problem is thatglfwGetCursorPosis returning doubles but the decimal places are always zero. Is there any workaround for that issue? You can't get more precise values, because the mouse position is always on one pixel. If you want to get values between 0 and 1 you can dived mous...
m_MouseIgnorePositionAlways =true; glfwGetMousePos(&MouseCursorDesktopPositionX, &MouseCursorDesktopPositionY);glfwDisable(GLFW_MOUSE_CURSOR); m_MouseIgnorePositionOnce =true; m_MouseIgnorePositionAlways =false; m_MouseCursorVisible =false; }// Show Mouse Cursorelseif(Visible && !m_MouseCursorVisible...
GLFWAPI int glfwGetInputMode(GLFWwindow* window, int mode); 获取窗口输入选项的值,mode取值为:GLFW_CURSOR, GLFW_STICKY_KEYS, GLFW_STICKY_MOUSE_BUTTONS, GLFW_LOCK_KEY_MODS, GLFW_RAW_MOUSE_MOTION。 GLFWAPI void glfwSetInputMode(GLFWwindow* window, int mode, int value); 设置窗口的输入模式,mod...
glfwGetCurrentContext(), GLFW.GLFW_MOUSE_BUTTON_LEFT)!=GLFW.GLFW_PRESS ) dragged = false; double v = trackSpaceToMouseSpace(value); if ( orientation == HORIZONTAL ) { this.setAbsolutePosition(v-getWidth()/2, getY()); // Limit the position of the thumb if ( this.absolutePosition.x <...
printf("mouse_button_callback \n");doublexpos,ypos;glfwGetCursorPos(m_private->window,&xpos,&ypos);intwidth,height;glfwGetWindowSize(m_private->window,&width,&height);printf("content x:%f, y:%f \n",xpos,ypos);floatx=(float)(2*xpos/width-1);floaty=(float)(2*(height-ypos)/...
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) { cameraPosition -= cameraSpeed * glm::normalize(glm::cross(cameraFront, cameraUp)); } } static void onMouseMove(GLFWwindow *window, double xpos, double ypos) { //std::cout << "xpos:" << xpos << " ypos:" << ypos <<...