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ButtonBehavior(), fixed subtle old bug when a repeating button would also return true on release + comments (#656)
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parent
e1e2752dcb
commit
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18
imgui.cpp
18
imgui.cpp
@ -5341,7 +5341,12 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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SetHoveredID(id);
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if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt))
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{
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if ((flags & ImGuiButtonFlags_PressedOnClickRelease) && g.IO.MouseClicked[0]) // Most common type
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// | CLICKING | HOLDING with ImGuiButtonFlags_Repeat
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// PressedOnClickRelease | <on release>* | <on repeat> <on repeat> .. (NOT on release) <-- MOST COMMON! (*) only if both click/release were over bounds
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// PressedOnClick | <on click> | <on click> <on repeat> <on repeat> ..
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// PressedOnRelease | <on release> | <on repeat> <on repeat> .. (NOT on release)
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// PressedOnDoubleClick | <on dclick> | <on dclick> <on repeat> <on repeat> ..
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if ((flags & ImGuiButtonFlags_PressedOnClickRelease) && g.IO.MouseClicked[0])
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{
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SetActiveID(id, window); // Hold on ID
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FocusWindow(window);
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@ -5354,13 +5359,13 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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}
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if ((flags & ImGuiButtonFlags_PressedOnRelease) && g.IO.MouseReleased[0])
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{
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pressed = true;
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if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay)) // Repeat mode trumps <on release>
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pressed = true;
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SetActiveID(0);
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}
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// 'Repeat' mode acts when held regardless of _PressedOn flags
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// FIXME: Need to clarify the repeat behavior with those differents flags. Currently the typical PressedOnClickRelease+Repeat will add an extra click on final release (hardly noticeable with repeat rate, but technically an issue)
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// Relies on repeat behavior of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings.
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// 'Repeat' mode acts when held regardless of _PressedOn flags (see table above).
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// Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings.
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if ((flags & ImGuiButtonFlags_Repeat) && g.ActiveId == id && g.IO.MouseDownDuration[0] > 0.0f && ImGui::IsMouseClicked(0, true))
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pressed = true;
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}
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@ -5376,7 +5381,8 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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else
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{
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if (hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease))
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pressed = true;
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if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay)) // Repeat mode trumps <on release>
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pressed = true;
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SetActiveID(0);
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}
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}
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2
imgui.h
2
imgui.h
@ -732,7 +732,7 @@ struct ImGuiIO
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float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
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float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging
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int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array
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float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds. (for actions where 'repeat' is active)
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float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
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float KeyRepeatRate; // = 0.020f // When holding a key/button, rate at which it repeats, in seconds.
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void* UserData; // = NULL // Store your own data for retrieval by callbacks.
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