mirror of https://github.com/ocornut/imgui
+ amend two comments in imgui.h
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@ -58,6 +58,16 @@ Other changes:
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Windows Close and Collapse Buttons.
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- Misc: Fixed ImVec2 operator[] violating aliasing rules causing issue with Intel C++
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compiler. (#6272) [@BayesBug]
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- IO: Input queue trickling adjustment for touch screens. (#2702, #4921)
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This fixes single-tapping to move simulated mouse and immediately click on a widget
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that is using the ImGuiButtonFlags_AllowItemOverlap policy.
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- This only works if the backend can distinguish TouchScreen vs Mouse.
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See 'Demo->Tools->Metrics->Inputs->Mouse Source' to verify.
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- Fixed tapping on BeginTabItem() on a touch-screen. (#2702)
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- Fixed tapping on CollapsingHeader() with a close button on a touch-screen.
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- Fixed tapping on TreeNode() using ImGuiTreeNodeFlags_AllowItemOverlap on a touch-screen.
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- Fixed tapping on Selectable() using ImGuiSelectableFlags_AllowItemOverlap on a touch-screen.
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- Fixed tapping on TableHeader() on a touch-screen.
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- IO: Added io.AddMouseSourceEvent() and ImGuiMouseSource enum. This is to allow backend to
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specify actual event source between Mouse/TouchScreen/Pen. (#2702, #2334, #2372, #3453, #5693)
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- IO: Fixed support for calling io.AddXXXX functions fron inactive context (wrongly
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@ -8733,6 +8733,8 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
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IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT);
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if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled))
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break;
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if (trickle_fast_inputs && e->MouseButton.MouseSource == ImGuiMouseSource_TouchScreen && mouse_moved) // #2702: TouchScreen have no initial hover.
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break;
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io.MouseDown[button] = e->MouseButton.Down;
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io.MouseSource = e->MouseButton.MouseSource;
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mouse_button_changed |= (1 << button);
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4
imgui.h
4
imgui.h
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@ -167,7 +167,7 @@ struct ImGuiViewport; // A Platform Window (always only one in 'ma
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// In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
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// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
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enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value)
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enum ImGuiMouseSource : int; // -> enum ImGuiMouseSource // Enum; A mouse input source identifier (Mouse, TouchPad, TouchScreen, Pen)
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enum ImGuiMouseSource : int; // -> enum ImGuiMouseSource // Enum; A mouse input source identifier (Mouse, TouchScreen, Pen)
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typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
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typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions
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typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
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@ -2049,7 +2049,7 @@ struct ImGuiIO
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bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
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float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold SHIFT to turn vertical scroll into horizontal scroll.
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float MouseWheelH; // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends.
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ImGuiMouseSource MouseSource; // Mouse actual input peripheral (Mouse/TouchPad/TouchScreen/Pen).
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ImGuiMouseSource MouseSource; // Mouse actual input peripheral (Mouse/TouchScreen/Pen).
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bool KeyCtrl; // Keyboard modifier down: Control
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bool KeyShift; // Keyboard modifier down: Shift
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bool KeyAlt; // Keyboard modifier down: Alt
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