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I find the default mouse wheel implementation a bit too fiddly when using my laptop's trackpad because all wheel inputs are quantised to +1.0 or -1.0.
I've been using this implementation instead:
case WM_MOUSEWHEEL:
{
io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam)/(float)WHEEL_DELTA;
return 0;
}
case WM_MOUSEHWHEEL:
{
io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam)/(float)WHEEL_DELTA;
return 0;
}
I've tested it on my laptop's (cheap Synaptics) trackpad and my MX518 (discrete scrolling only), so do not know how well this feels for mice with a horizontal wheel or wheels that can freely spin.
Thanks!
The text was updated successfully, but these errors were encountered:
I find the default mouse wheel implementation a bit too fiddly when using my laptop's trackpad because all wheel inputs are quantised to +1.0 or -1.0.
I've been using this implementation instead:
I've tested it on my laptop's (cheap Synaptics) trackpad and my MX518 (discrete scrolling only), so do not know how well this feels for mice with a horizontal wheel or wheels that can freely spin.
Thanks!
The text was updated successfully, but these errors were encountered: