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e346059eef
@ -58,6 +58,8 @@ Other Changes:
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Not that even thought you shouldn't need to disable io.ConfigInputTrickleEventQueue, you can
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Not that even thought you shouldn't need to disable io.ConfigInputTrickleEventQueue, you can
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technically dynamically change its setting based on the context (e.g. disable only when hovering
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technically dynamically change its setting based on the context (e.g. disable only when hovering
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or interacting with a game/3D view).
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or interacting with a game/3D view).
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- IO: Fixed input queue trickling of mouse wheel events: multiple wheel events are merged, while
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a mouse pos followed by a mouse wheel are now trickled. (#4921, #4821)
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- Windows: Fixed first-time windows appearing in negative coordinates from being initialized
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- Windows: Fixed first-time windows appearing in negative coordinates from being initialized
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with a wrong size. This would most often be noticeable in multi-viewport mode (docking branch)
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with a wrong size. This would most often be noticeable in multi-viewport mode (docking branch)
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when spawning a window in a monitor with negative coordinates. (#5215, #3414) [@DimaKoltun]
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when spawning a window in a monitor with negative coordinates. (#5215, #3414) [@DimaKoltun]
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@ -7851,7 +7851,7 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
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if (e->MouseWheel.WheelX != 0.0f || e->MouseWheel.WheelY != 0.0f)
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if (e->MouseWheel.WheelX != 0.0f || e->MouseWheel.WheelY != 0.0f)
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{
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{
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// Trickling Rule: Stop processing queued events if we got multiple action on the event
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// Trickling Rule: Stop processing queued events if we got multiple action on the event
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if (trickle_fast_inputs && (mouse_wheeled || mouse_button_changed != 0))
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if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0))
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break;
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break;
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io.MouseWheelH += e->MouseWheel.WheelX;
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io.MouseWheelH += e->MouseWheel.WheelX;
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io.MouseWheel += e->MouseWheel.WheelY;
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io.MouseWheel += e->MouseWheel.WheelY;
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2
imgui.h
2
imgui.h
@ -65,7 +65,7 @@ Index of this file:
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// Version
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// Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
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#define IMGUI_VERSION "1.88 WIP"
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#define IMGUI_VERSION "1.88 WIP"
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#define IMGUI_VERSION_NUM 18721
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#define IMGUI_VERSION_NUM 18722
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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#define IMGUI_HAS_TABLE
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#define IMGUI_HAS_TABLE
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