DragFloat(): always apply value when mouse is held/widget active, so that can use a drag over an always-reseting value

This commit is contained in:
ocornut 2016-03-07 13:12:15 +01:00
parent 1dcb9c877d
commit 9ea093ddd0

View File

@ -6413,6 +6413,7 @@ bool ImGui::DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_s
g.DragLastMouseDelta = ImVec2(0.f, 0.f);
}
float v_cur = g.DragCurrentValue;
const ImVec2 mouse_drag_delta = ImGui::GetMouseDragDelta(0, 1.0f);
if (fabsf(mouse_drag_delta.x - g.DragLastMouseDelta.x) > 0.0f)
{
@ -6424,7 +6425,6 @@ bool ImGui::DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_s
if (g.IO.KeyAlt && g.DragSpeedScaleSlow >= 0.0f)
speed = speed * g.DragSpeedScaleSlow;
float v_cur = g.DragCurrentValue;
float delta = (mouse_drag_delta.x - g.DragLastMouseDelta.x) * speed;
if (fabsf(power - 1.0f) > 0.001f)
{
@ -6446,14 +6446,14 @@ bool ImGui::DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_s
if (v_min < v_max)
v_cur = ImClamp(v_cur, v_min, v_max);
g.DragCurrentValue = v_cur;
}
// Round to user desired precision, then apply
v_cur = RoundScalar(v_cur, decimal_precision);
if (*v != v_cur)
{
*v = v_cur;
value_changed = true;
}
// Round to user desired precision, then apply
v_cur = RoundScalar(v_cur, decimal_precision);
if (*v != v_cur)
{
*v = v_cur;
value_changed = true;
}
}
else