Added mouse wheel deltas with floating point precision Fixes https://github.com/libsdl-org/SDL/issues/4888
diff --git a/include/SDL_events.h b/include/SDL_events.h
index 9718c40..3c3b79d 100644
--- a/include/SDL_events.h
+++ b/include/SDL_events.h
@@ -301,6 +301,8 @@ typedef struct SDL_MouseWheelEvent
Sint32 x; /**< The amount scrolled horizontally, positive to the right and negative to the left */
Sint32 y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */
Uint32 direction; /**< Set to one of the SDL_MOUSEWHEEL_* defines. When FLIPPED the values in X and Y will be opposite. Multiply by -1 to change them back */
+ float preciseX; /**< The amount scrolled horizontally, positive to the right and negative to the left, with float precision (added in 2.0.18) */
+ float preciseY; /**< The amount scrolled vertically, positive away from the user and negative toward the user, with float precision (added in 2.0.18) */
} SDL_MouseWheelEvent;
/**
diff --git a/src/events/SDL_mouse.c b/src/events/SDL_mouse.c
index 1e8e50f..155110c 100644
--- a/src/events/SDL_mouse.c
+++ b/src/events/SDL_mouse.c
@@ -650,12 +650,10 @@ SDL_SendMouseWheel(SDL_Window * window, SDL_MouseID mouseID, float x, float y, S
event.type = SDL_MOUSEWHEEL;
event.wheel.windowID = mouse->focus ? mouse->focus->id : 0;
event.wheel.which = mouseID;
-#if 0 /* Uncomment this when it goes in for SDL 2.1 */
- event.wheel.preciseX = x;
- event.wheel.preciseY = y;
-#endif
event.wheel.x = integral_x;
event.wheel.y = integral_y;
+ event.wheel.preciseX = x;
+ event.wheel.preciseY = y;
event.wheel.direction = (Uint32)direction;
posted = (SDL_PushEvent(&event) > 0);
}