Inputs: (breaking wip) removed IsMouseTripleClicked() added recently (during 1.86 WIP), replaced with GetMouseClickedCount(). (#3229)
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@ -41,7 +41,9 @@ Breaking Changes:
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Other Changes:
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Other Changes:
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- Added IsMouseTripleClicked() function. Tracking multi-click count in IO structure. (#3229) [@kudaba]
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- Added GetMouseClickedCount() function, returning the number of successive clicks. (#3229) [@kudaba]
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(so IsMouseDoubleClicked(ImGuiMouseButton_Left) is same as GetMouseClickedCount(ImGuiMouseButton_Left) == 2,
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but it allows testing for triple clicks and more).
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- Modals: fixed issue hovering popups inside a child inside a modal. (#4676, #4527)
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- Modals: fixed issue hovering popups inside a child inside a modal. (#4676, #4527)
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- Fixed IsWindowFocused()/IsWindowHovered() issues with childs inside popups. (#4676)
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- Fixed IsWindowFocused()/IsWindowHovered() issues with childs inside popups. (#4676)
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- Nav: Ctrl+tabbing to cycle through windows is now enabled regardless of using the _NavEnableKeyboard
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- Nav: Ctrl+tabbing to cycle through windows is now enabled regardless of using the _NavEnableKeyboard
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@ -63,7 +65,7 @@ Other Changes:
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- Clipper: currently focused item is automatically included in clipper range.
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- Clipper: currently focused item is automatically included in clipper range.
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Fixes issue where e.g. drag and dropping an item and scrolling ensure the item source location is
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Fixes issue where e.g. drag and dropping an item and scrolling ensure the item source location is
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still submitted. (#3841, #1725) [@GamingMinds-DanielC, @ocornut]
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still submitted. (#3841, #1725) [@GamingMinds-DanielC, @ocornut]
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- Cliooer: added ForceDisplayRangeByIndices() to force a given item (or several) to be stepped out
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- Clipper: added ForceDisplayRangeByIndices() to force a given item (or several) to be stepped out
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during a clipping operation. (#3841) [@@GamingMinds-DanielC]
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during a clipping operation. (#3841) [@@GamingMinds-DanielC]
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- Clipper: rework so gamepad/keyboard navigation doesn't create spikes in number of items requested
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- Clipper: rework so gamepad/keyboard navigation doesn't create spikes in number of items requested
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by the clipper to display. (#3841)
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by the clipper to display. (#3841)
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@ -4796,11 +4796,11 @@ bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)
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return g.IO.MouseClickedCount[button] == 2;
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return g.IO.MouseClickedCount[button] == 2;
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}
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}
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bool ImGui::IsMouseTripleClicked(ImGuiMouseButton button)
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int ImGui::GetMouseClickedCount(ImGuiMouseButton button)
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
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IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
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return g.IO.MouseClickedCount[button] == 3;
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return g.IO.MouseClickedCount[button];
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}
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}
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// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame.
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// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame.
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8
imgui.h
8
imgui.h
@ -64,7 +64,7 @@ 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 "1.86 WIP"
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#define IMGUI_VERSION "1.86 WIP"
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#define IMGUI_VERSION_NUM 18512
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#define IMGUI_VERSION_NUM 18513
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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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@ -896,10 +896,10 @@ namespace ImGui
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// - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
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// - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
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// - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
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// - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
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IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held?
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IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held?
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IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down)
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IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1.
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IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down)
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IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down)
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IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? (note that a double-click will also report IsMouseClicked() == true)
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IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true)
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IMGUI_API bool IsMouseTripleClicked(ImGuiMouseButton button); // did mouse button triple-clicked? (note that a triple-click will also report IsMouseClicked() == true)
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IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0).
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IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
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IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
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IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available
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IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available
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IMGUI_API bool IsAnyMouseDown(); // is any mouse button held?
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IMGUI_API bool IsAnyMouseDown(); // is any mouse button held?
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@ -5668,14 +5668,9 @@ static void ShowDemoWindowMisc()
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ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y);
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ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y);
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int count = IM_ARRAYSIZE(io.MouseDown);
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int count = IM_ARRAYSIZE(io.MouseDown);
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ImGui::Text("Mouse down:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseDown(i)) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
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ImGui::Text("Mouse down:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseDown(i)) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
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ImGui::Text("Mouse clicked:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
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ImGui::Text("Mouse clicked:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d (%d)", i, ImGui::GetMouseClickedCount(i)); }
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ImGui::Text(" - clicked double:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseDoubleClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
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ImGui::Text("Mouse released:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseReleased(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
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ImGui::Text(" - clicked triple:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseTripleClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
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ImGui::Text(" - clicked count:"); for (int i = 0; i < count; i++) if (io.MouseClickedCount[i]) { ImGui::SameLine(); ImGui::Text("b%d (%d)", i, io.MouseClickedCount[i]); }
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//ImGui::Text(" - last count:"); for (int i = 0; i < count; i++) if (io.MouseClickedLastCount[i]) { ImGui::SameLine(); ImGui::Text("b%d (%d)", i, io.MouseClickedLastCount[i]); }
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ImGui::Text("Mouse released:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseReleased(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
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ImGui::Text("Mouse wheel: %.1f", io.MouseWheel);
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ImGui::Text("Mouse wheel: %.1f", io.MouseWheel);
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ImGui::Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused
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ImGui::Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused
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ImGui::TreePop();
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ImGui::TreePop();
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