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Tweak HoverDelayClearTimer. Not exposing since I am unsure logic is viable (and is rather complex with upcoming addition of stationary logic). (#1485)
+ Tweaked default value of io.HoverDelayNormal from 0.30 to 0.35.
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@ -41,6 +41,8 @@ Other changes:
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- Clipper: Rework inner logic to allow functioning with a zero-clear constructor.
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- Clipper: Rework inner logic to allow functioning with a zero-clear constructor.
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This is order to facilitate usage for language bindings (e.g cimgui or dear_binding)
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This is order to facilitate usage for language bindings (e.g cimgui or dear_binding)
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where user may not be callinga constructor manually. (#5856)
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where user may not be callinga constructor manually. (#5856)
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- IsItemHovered: Tweaked default value of io.HoverDelayNormal from 0.30 to 0.35 (used when
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using the ImGuiHoveredFlags_DelayNormal flag). (#1485)
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- Tooltips: Tweak default offset for non-drag and drop tooltips so underlying items
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- Tooltips: Tweak default offset for non-drag and drop tooltips so underlying items
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isn't covered as much. (Match offset for drag and drop tooltips)
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isn't covered as much. (Match offset for drag and drop tooltips)
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- Debug Tools: Added 'io.ConfigDebugIniSettings' option to save .ini data with extra
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- Debug Tools: Added 'io.ConfigDebugIniSettings' option to save .ini data with extra
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@ -50,7 +52,7 @@ Other changes:
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This seems to happens on some Windows setup when peripherals disconnect, and is likely
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This seems to happens on some Windows setup when peripherals disconnect, and is likely
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to also happen on browser+Emscripten. Matches similar 1.89.4 fix in SDL backend. (#6491)
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to also happen on browser+Emscripten. Matches similar 1.89.4 fix in SDL backend. (#6491)
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- Examples: Win32+OpenGL3: Changed DefWindowProc() to DefWindowProcW() to match other examples
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- Examples: Win32+OpenGL3: Changed DefWindowProc() to DefWindowProcW() to match other examples
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and support the example app being compiled without UNICODE. (#6516, #5725, #5961, #5975)
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and support the example app being compiled without UNICODE. (#6516, #5725, #5961, #5975) [@yenixing]
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-----------------------------------------------------------------------
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-----------------------------------------------------------------------
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@ -1218,7 +1218,7 @@ ImGuiIO::ImGuiIO()
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#endif
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#endif
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KeyRepeatDelay = 0.275f;
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KeyRepeatDelay = 0.275f;
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KeyRepeatRate = 0.050f;
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KeyRepeatRate = 0.050f;
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HoverDelayNormal = 0.30f;
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HoverDelayNormal = 0.35f;
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HoverDelayShort = 0.10f;
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HoverDelayShort = 0.10f;
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UserData = NULL;
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UserData = NULL;
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@ -4549,8 +4549,9 @@ void ImGui::NewFrame()
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else if (g.HoverDelayTimer > 0.0f)
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else if (g.HoverDelayTimer > 0.0f)
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{
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{
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// This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps
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// This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps
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// We could expose 0.25f as io.HoverClearDelay but I am not sure of the logic yet, this is particularly subtle.
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g.HoverDelayClearTimer += g.IO.DeltaTime;
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g.HoverDelayClearTimer += g.IO.DeltaTime;
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if (g.HoverDelayClearTimer >= ImMax(0.20f, g.IO.DeltaTime * 2.0f)) // ~6 frames at 30 Hz + allow for low framerate
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if (g.HoverDelayClearTimer >= ImMax(0.25f, g.IO.DeltaTime * 2.0f)) // ~7 frames at 30 Hz + allow for low framerate
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g.HoverDelayTimer = g.HoverDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer.
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g.HoverDelayTimer = g.HoverDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer.
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}
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}
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@ -8529,7 +8530,8 @@ static void ImGui::UpdateMouseInputs()
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io.MouseDelta = ImVec2(0.0f, 0.0f);
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io.MouseDelta = ImVec2(0.0f, 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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// 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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if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)
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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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g.NavDisableMouseHover = false;
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g.NavDisableMouseHover = false;
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io.MousePosPrev = io.MousePos;
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io.MousePosPrev = io.MousePos;
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6
imgui.h
6
imgui.h
@ -1285,8 +1285,8 @@ enum ImGuiHoveredFlags_
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ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
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ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
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ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows,
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ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows,
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// Hovering delays (for tooltips)
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// Mouse Hovering delays (for tooltips)
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ImGuiHoveredFlags_DelayNormal = 1 << 11, // Return true after io.HoverDelayNormal elapsed (~0.30 sec)
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ImGuiHoveredFlags_DelayNormal = 1 << 11, // Return true after io.HoverDelayNormal elapsed (~0.35 sec)
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ImGuiHoveredFlags_DelayShort = 1 << 12, // Return true after io.HoverDelayShort elapsed (~0.10 sec)
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ImGuiHoveredFlags_DelayShort = 1 << 12, // Return true after io.HoverDelayShort elapsed (~0.10 sec)
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ImGuiHoveredFlags_NoSharedDelay = 1 << 13, // Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays)
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ImGuiHoveredFlags_NoSharedDelay = 1 << 13, // Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays)
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};
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};
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@ -1929,7 +1929,7 @@ struct ImGuiIO
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float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
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float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
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float KeyRepeatDelay; // = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
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float KeyRepeatDelay; // = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
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float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
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float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
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float HoverDelayNormal; // = 0.30 sec // Delay on hovering before IsItemHovered(ImGuiHoveredFlags_DelayNormal) returns true.
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float HoverDelayNormal; // = 0.35 sec // Delay on hovering before IsItemHovered(ImGuiHoveredFlags_DelayNormal) returns true.
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float HoverDelayShort; // = 0.10 sec // Delay on hovering before IsItemHovered(ImGuiHoveredFlags_DelayShort) returns true.
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float HoverDelayShort; // = 0.10 sec // Delay on hovering before IsItemHovered(ImGuiHoveredFlags_DelayShort) returns true.
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void* UserData; // = NULL // Store your own data.
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void* UserData; // = NULL // Store your own data.
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@ -1919,7 +1919,6 @@ struct ImGuiContext
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// Render
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// Render
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float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list)
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float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list)
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ImGuiMouseCursor MouseCursor;
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// Drag and Drop
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// Drag and Drop
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bool DragDropActive;
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bool DragDropActive;
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@ -1961,11 +1960,14 @@ struct ImGuiContext
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// Hover Delay system
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// Hover Delay system
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ImGuiID HoverDelayId;
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ImGuiID HoverDelayId;
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ImGuiID HoverDelayIdPreviousFrame;
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ImGuiID HoverDelayIdPreviousFrame;
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float HoverDelayTimer; // Currently used IsItemHovered(), generally inferred from g.HoveredIdTimer but kept uncleared until clear timer elapse.
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float HoverDelayTimer; // Currently used by IsItemHovered()
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float HoverDelayClearTimer; // Currently used IsItemHovered(): grace time before g.TooltipHoverTimer gets cleared.
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float HoverDelayClearTimer; // Currently used by IsItemHovered(): grace time before g.TooltipHoverTimer gets cleared.
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// Mouse state
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ImGuiMouseCursor MouseCursor;
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ImVec2 MouseLastValidPos;
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// Widget state
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// Widget state
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ImVec2 MouseLastValidPos;
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ImGuiInputTextState InputTextState;
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ImGuiInputTextState InputTextState;
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ImGuiInputTextDeactivatedState InputTextDeactivatedState;
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ImGuiInputTextDeactivatedState InputTextDeactivatedState;
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ImFont InputTextPasswordFont;
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ImFont InputTextPasswordFont;
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@ -2142,7 +2144,6 @@ struct ImGuiContext
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NavWindowingToggleLayer = false;
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NavWindowingToggleLayer = false;
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DimBgRatio = 0.0f;
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DimBgRatio = 0.0f;
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MouseCursor = ImGuiMouseCursor_Arrow;
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DragDropActive = DragDropWithinSource = DragDropWithinTarget = false;
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DragDropActive = DragDropWithinSource = DragDropWithinTarget = false;
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DragDropSourceFlags = ImGuiDragDropFlags_None;
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DragDropSourceFlags = ImGuiDragDropFlags_None;
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@ -2165,6 +2166,8 @@ struct ImGuiContext
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HoverDelayId = HoverDelayIdPreviousFrame = 0;
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HoverDelayId = HoverDelayIdPreviousFrame = 0;
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HoverDelayTimer = HoverDelayClearTimer = 0.0f;
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HoverDelayTimer = HoverDelayClearTimer = 0.0f;
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MouseCursor = ImGuiMouseCursor_Arrow;
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TempInputId = 0;
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TempInputId = 0;
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ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_;
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ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_;
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ColorEditCurrentID = ColorEditSavedID = 0;
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ColorEditCurrentID = ColorEditSavedID = 0;
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