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Internals: simplify ButtonBehavior(), also to allow easily adding a mouse_button_down thing.
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@ -544,13 +544,21 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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const ImGuiID test_owner_id = (flags & ImGuiButtonFlags_NoTestKeyOwner) ? ImGuiKeyOwner_Any : id;
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if (hovered)
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{
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// Poll mouse buttons
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// - 'mouse_button_clicked' is generally carried into ActiveIdMouseButton when setting ActiveId.
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// - Technically we only need some values in one code path, but since this is gated by hovered test this is fine.
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int mouse_button_clicked = -1;
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int mouse_button_released = -1;
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for (int button = 0; button < 3; button++)
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if (flags & (ImGuiButtonFlags_MouseButtonLeft << button)) // Handle ImGuiButtonFlags_MouseButtonRight and ImGuiButtonFlags_MouseButtonMiddle here.
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{
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if (IsMouseClicked(button, test_owner_id) && mouse_button_clicked == -1) { mouse_button_clicked = button; }
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if (IsMouseReleased(button, test_owner_id) && mouse_button_released == -1) { mouse_button_released = button; }
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}
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// Process initial action
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if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt))
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{
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// Poll buttons
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int mouse_button_clicked = -1;
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if ((flags & ImGuiButtonFlags_MouseButtonLeft) && IsMouseClicked(0, test_owner_id)) { mouse_button_clicked = 0; }
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else if ((flags & ImGuiButtonFlags_MouseButtonRight) && IsMouseClicked(1, test_owner_id)) { mouse_button_clicked = 1; }
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else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && IsMouseClicked(2, test_owner_id)) { mouse_button_clicked = 2; }
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if (mouse_button_clicked != -1 && g.ActiveId != id)
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{
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if (!(flags & ImGuiButtonFlags_NoSetKeyOwner))
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@ -578,10 +586,6 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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}
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if (flags & ImGuiButtonFlags_PressedOnRelease)
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{
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int mouse_button_released = -1;
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if ((flags & ImGuiButtonFlags_MouseButtonLeft) && IsMouseReleased(0, test_owner_id)) { mouse_button_released = 0; }
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else if ((flags & ImGuiButtonFlags_MouseButtonRight) && IsMouseReleased(1, test_owner_id)) { mouse_button_released = 1; }
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else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && IsMouseReleased(2, test_owner_id)) { mouse_button_released = 2; }
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if (mouse_button_released != -1)
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{
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const bool has_repeated_at_least_once = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay; // Repeat mode trumps on release behavior
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