Reverse horizontal scroll direction (#2105)
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8 changed files with 46 additions and 26 deletions
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@ -1,6 +1,6 @@
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use simple_logger::SimpleLogger;
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use winit::{
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event::{DeviceEvent, Event, WindowEvent},
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event::{Event, WindowEvent},
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event_loop::{ControlFlow, EventLoop},
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window::WindowBuilder,
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};
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@ -14,29 +14,41 @@ fn main() {
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.build(&event_loop)
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.unwrap();
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println!(
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r"
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When using so called 'natural scrolling' (scrolling that acts like on a touch screen), this is what to expect:
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Moving your finger downwards on a scroll wheel should make the window move down, and you should see a positive Y scroll value.
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When moving fingers on a trackpad down and to the right, you should see positive X and Y deltas, and the window should move down and to the right.
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With reverse scrolling, you should see the inverse behavior.
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In both cases the example window should move like the content of a scroll area in any other application.
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In other words, the deltas indicate the direction in which to move the content (in this case the window)."
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);
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event_loop.run(move |event, _, control_flow| {
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*control_flow = ControlFlow::Wait;
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match event {
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Event::WindowEvent { event, .. } => match event {
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WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
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_ => (),
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},
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Event::DeviceEvent { event, .. } => match event {
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DeviceEvent::MouseWheel { delta } => match delta {
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WindowEvent::MouseWheel { delta, .. } => match delta {
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winit::event::MouseScrollDelta::LineDelta(x, y) => {
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println!("mouse wheel Line Delta: ({},{})", x, y);
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let pixels_per_line = 120.0;
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let mut pos = window.outer_position().unwrap();
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pos.x -= (x * pixels_per_line) as i32;
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pos.y -= (y * pixels_per_line) as i32;
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pos.x += (x * pixels_per_line) as i32;
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pos.y += (y * pixels_per_line) as i32;
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window.set_outer_position(pos)
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}
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winit::event::MouseScrollDelta::PixelDelta(p) => {
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println!("mouse wheel Pixel Delta: ({},{})", p.x, p.y);
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let mut pos = window.outer_position().unwrap();
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pos.x -= p.x as i32;
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pos.y -= p.y as i32;
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pos.x += p.x as i32;
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pos.y += p.y as i32;
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window.set_outer_position(pos)
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}
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},
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