Merge branch 'master' into docking

# Conflicts:
#	backends/imgui_impl_vulkan.cpp
#	docs/CHANGELOG.txt
#	docs/TODO.txt
This commit is contained in:
ocornut
2023-07-04 14:58:03 +02:00
15 changed files with 143 additions and 81 deletions

View File

@@ -1,4 +1,4 @@
// dear imgui, v1.89.7 WIP
// dear imgui, v1.89.7
// (main code and documentation)
// Help:
@@ -9,15 +9,17 @@
// Resources:
// - FAQ http://dearimgui.com/faq
// - Homepage & latest https://github.com/ocornut/imgui
// - Homepage https://github.com/ocornut/imgui
// - Releases & changelog https://github.com/ocornut/imgui/releases
// - Gallery https://github.com/ocornut/imgui/issues/6478 (please post your screenshots/video there!)
// - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there)
// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started
// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
// - Issues & support https://github.com/ocornut/imgui/issues
// Getting Started?
// - For first-time users having issues compiling/linking/running or issues loading fonts:
// - Read https://github.com/ocornut/imgui/wiki/Getting-Started
// - For first-time users having issues compiling/linking/running/loading fonts:
// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
@@ -4134,6 +4136,10 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered().
// (this does not rely on LastItemData it can be called from a ButtonBehavior() call not following an ItemAdd() call)
// FIXME-LEGACY: the 'ImGuiItemFlags item_flags' parameter was added on 2023-06-28.
// If you used this ii your legacy/custom widgets code:
// - Commonly: if your ItemHoverable() call comes after an ItemAdd() call: pass 'item_flags = g.LastItemData.InFlags'.
// - Rare: otherwise you may pass 'item_flags = 0' (ImGuiItemFlags_None) unless you want to benefit from special behavior handled by ItemHoverable.
bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags)
{
ImGuiContext& g = *GImGui;
@@ -9218,14 +9224,12 @@ static void ImGui::UpdateMouseInputs()
else
io.MouseDelta = ImVec2(0.0f, 0.0f);
// Update stationary timer. Only reset on 2 successive moving frames.
// FIXME: May need to expose threshold or treat touch inputs differently.
// Update stationary timer.
// FIXME: May need to rework again to have some tolerance for occasional small movement, while being functional on high-framerates.
const float mouse_stationary_threshold = (io.MouseSource == ImGuiMouseSource_Mouse) ? 2.0f : 3.0f; // Slightly higher threshold for ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen, may need rework.
g.MouseMovingFrames = (ImLengthSqr(io.MouseDelta) >= mouse_stationary_threshold * mouse_stationary_threshold) ? (g.MouseMovingFrames + 1) : 0;
if (g.MouseMovingFrames == 0)
g.MouseStationaryTimer += io.DeltaTime;
else if (g.MouseMovingFrames > 1)
g.MouseStationaryTimer = 0.0f;
const bool mouse_stationary = (ImLengthSqr(io.MouseDelta) <= mouse_stationary_threshold * mouse_stationary_threshold);
g.MouseStationaryTimer = mouse_stationary ? (g.MouseStationaryTimer + io.DeltaTime) : 0.0f;
//IMGUI_DEBUG_LOG("%.4f\n", g.MouseStationaryTimer);
// 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.
if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)