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IsItemHovered, Tooltips: Added ImGuiHoveredFlags_ForTooltip, ImGuiHoveredFlags_Stationary. (#1485)
Update demo accordingly.
This commit is contained in:
32
imgui.cpp
32
imgui.cpp
@ -1164,6 +1164,7 @@ ImGuiStyle::ImGuiStyle()
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CircleTessellationMaxError = 0.30f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
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// Behaviors
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HoverStationaryDelay = 0.15f; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.
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HoverDelayShort = 0.15f; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.
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HoverDelayNormal = 0.40f; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
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@ -3992,12 +3993,19 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
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delay = g.Style.HoverDelayNormal;
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else
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delay = 0.0f;
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if (delay > 0.0f)
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if (delay > 0.0f || (flags & ImGuiHoveredFlags_Stationary))
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{
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ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromRectangle(g.LastItemData.Rect);
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if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverItemDelayIdPreviousFrame != hover_delay_id))
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g.HoverItemDelayTimer = 0.0f;
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g.HoverItemDelayId = hover_delay_id;
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// When changing hovered item we requires a bit of stationary delay before activating hover timer,
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// but once unlocked on a given item we also moving.
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//if (g.HoverDelayTimer >= delay && (g.HoverDelayTimer - g.IO.DeltaTime < delay || g.MouseStationaryTimer - g.IO.DeltaTime < g.Style.HoverStationaryDelay)) { IMGUI_DEBUG_LOG("HoverDelayTimer = %f/%f, MouseStationaryTimer = %f\n", g.HoverDelayTimer, delay, g.MouseStationaryTimer); }
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if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverItemUnlockedStationaryId != hover_delay_id)
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return false;
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if (g.HoverItemDelayTimer < delay)
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return false;
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}
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@ -4543,11 +4551,18 @@ void ImGui::NewFrame()
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}
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#endif
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// Record when we have been stationary as this state is preserved while over same item.
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// FIXME: The way this is expressed means user cannot alter HoverStationaryDelay during the frame to use varying values.
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// To allow this we should store HoverItemMaxStationaryTime+ID and perform the >= check in IsItemHovered() function.
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if (g.HoverItemDelayId != 0 && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay)
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g.HoverItemUnlockedStationaryId = g.HoverItemDelayId;
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else if (g.HoverItemDelayId == 0)
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g.HoverItemUnlockedStationaryId = 0;
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// Update hover delay for IsItemHovered() with delays and tooltips
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g.HoverItemDelayIdPreviousFrame = g.HoverItemDelayId;
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if (g.HoverItemDelayId != 0)
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{
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//if (g.IO.MouseDelta.x == 0.0f && g.IO.MouseDelta.y == 0.0f) // Need design/flags
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g.HoverItemDelayTimer += g.IO.DeltaTime;
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g.HoverItemDelayClearTimer = 0.0f;
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g.HoverItemDelayId = 0;
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@ -8535,9 +8550,17 @@ static void ImGui::UpdateMouseInputs()
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else
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io.MouseDelta = ImVec2(0.0f, 0.0f);
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// Update stationary timer. Only reset on 2 successive moving frames.
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// FIXME: May need to expose threshold or treat touch inputs differently.
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const float mouse_stationary_threshold = (io.MouseSource == ImGuiMouseSource_Mouse) ? 2.0f : 3.0f; // Slightly higher threshold for ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen, may need rework.
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g.MouseMovingFrames = (ImLengthSqr(io.MouseDelta) >= mouse_stationary_threshold * mouse_stationary_threshold) ? (g.MouseMovingFrames + 1) : 0;
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if (g.MouseMovingFrames == 0)
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g.MouseStationaryTimer += io.DeltaTime;
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else if (g.MouseMovingFrames > 1)
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g.MouseStationaryTimer = 0.0f;
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// If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true.
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const bool is_stationary = (g.IO.MouseDelta.x == 0.0f && g.IO.MouseDelta.y == 0.0f);
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if (!is_stationary)
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if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)
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g.NavDisableMouseHover = false;
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io.MousePosPrev = io.MousePos;
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@ -13901,6 +13924,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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Text("Mouse clicked:"); for (int i = 0; i < count; i++) if (IsMouseClicked(i)) { SameLine(); Text("b%d (%d)", i, io.MouseClickedCount[i]); }
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Text("Mouse released:"); for (int i = 0; i < count; i++) if (IsMouseReleased(i)) { SameLine(); Text("b%d", i); }
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Text("Mouse wheel: %.1f", io.MouseWheel);
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Text("MouseStationaryTimer: %.2f", g.MouseStationaryTimer);
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Text("Mouse source: %s", GetMouseSourceName(io.MouseSource));
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Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused
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Unindent();
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