Inertia scrolling, commonly found on smartphones, provides a smooth and natural scrolling experience by continuing the scroll motion after the user stops scrolling. Implementing this in SDL requires additional logic to simulate the deceleration of the scroll.
Here’s how you can implement inertia scrolling in SDL:
Simulate inertia: In the event loop, increase the scroll velocity based on the mouse wheel input. Use a factor to simulate inertia by gradually decreasing the velocity over time. This creates a deceleration effect.
Update scroll position: Continuously update the scroll position based on the current velocity. This allows the scroll motion to continue smoothly even after the user stops scrolling.
Rendering: Render the content based on the current scroll position. In this example, a rectangle is rendered at the updated position to demonstrate the scrolling effect. Modify the inertia
and coefficient
constants to control the strength of the effect:
#include <SDL.h>
#include <iostream>
#include <chrono>
const float inertia = 0.999f;
const float coefficient = 100.0f;
float scrollPosition = 0.0f;
float scrollVelocity = 0.0f;
void HandleMouseWheel(SDL_MouseWheelEvent& wheel) {
scrollVelocity += wheel.y * coefficient;
}
int main(int argc, char* argv[]) {
using namespace std::chrono;
SDL_Init(SDL_INIT_VIDEO);
SDL_Window* window = SDL_CreateWindow(
"Inertia Scrolling Example",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
800, 600,
SDL_WINDOW_SHOWN
);
SDL_Renderer* renderer =
SDL_CreateRenderer(window, -1, 0);
SDL_Event event;
bool running = true;
auto lastTime = high_resolution_clock::now();
while (running) {
auto currentTime = high_resolution_clock::now();
duration<float> deltaTime =
currentTime - lastTime;
lastTime = currentTime;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_MOUSEWHEEL) {
HandleMouseWheel(event.wheel);
}
if (event.type == SDL_QUIT) {
running = false;
}
}
scrollPosition += (
scrollVelocity * deltaTime.count());
scrollVelocity *= inertia;
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
SDL_SetRenderDrawColor(
renderer, 255, 255, 255, 255);
SDL_Rect rect = {
375,
static_cast<int>(scrollPosition),
50,
50
};
SDL_RenderFillRect(renderer, &rect);
SDL_RenderPresent(renderer);
}
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
Answers to questions are automatically generated and may not have been reviewed.
Learn how to detect and handle mouse scroll wheel events in SDL2, including vertical and horizontal scrolling, as well as scroll wheel button events.