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Inputs, Tooltip: Rework stationary timer logic as it broke on high-framerates with lower rate of mouse inputs. (#1485)

This commit is contained in:
ocornut 2023-07-03 12:17:23 +02:00
parent 64172685d6
commit 1029f57b8a
3 changed files with 6 additions and 10 deletions

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@ -8619,14 +8619,12 @@ 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)

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@ -23,7 +23,7 @@
// Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
#define IMGUI_VERSION "1.89.7 WIP"
#define IMGUI_VERSION_NUM 18967
#define IMGUI_VERSION_NUM 18968
#define IMGUI_HAS_TABLE
/*

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@ -1978,7 +1978,6 @@ struct ImGuiContext
// Mouse state
ImGuiMouseCursor MouseCursor;
int MouseMovingFrames;
float MouseStationaryTimer; // Time the mouse has been stationary (with some loose heuristic)
ImVec2 MouseLastValidPos;
@ -2182,7 +2181,6 @@ struct ImGuiContext
HoverItemDelayTimer = HoverItemDelayClearTimer = 0.0f;
MouseCursor = ImGuiMouseCursor_Arrow;
MouseMovingFrames = 0;
MouseStationaryTimer = 0.0f;
TempInputId = 0;