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Internals: DragFloat: Fixed power handling. Use an temporary accumulator and no absolute values so we will be able to manipulate double as well as 64-bit integers. (#1011, #708, #320)
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@ -668,8 +668,8 @@ struct ImGuiContext
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ImGuiID ScalarAsInputTextId; // Temporary text input when CTRL+clicking on a slider, etc.
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ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets
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ImVec4 ColorPickerRef;
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float DragCurrentValue; // Currently dragged value, always float, not rounded by end-user precision settings
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ImVec2 DragLastMouseDelta;
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bool DragCurrentAccumDirty;
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float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings
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float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio
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ImVec2 ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage?
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int TooltipOverrideCount;
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@ -771,8 +771,8 @@ struct ImGuiContext
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ScalarAsInputTextId = 0;
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ColorEditOptions = ImGuiColorEditFlags__OptionsDefault;
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DragCurrentValue = 0.0f;
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DragLastMouseDelta = ImVec2(0.0f, 0.0f);
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DragCurrentAccumDirty = false;
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DragCurrentAccum = 0.0f;
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DragSpeedDefaultRatio = 1.0f / 100.0f;
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ScrollbarClickDeltaToGrabCenter = ImVec2(0.0f, 0.0f);
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TooltipOverrideCount = 0;
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