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Comments in demo and opengl code + Internals: Added HoveredIdNotActiveTimer tracking hovering time unless the item is active, which is a commonly useful pattern.
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@ -306,7 +306,7 @@ void ImGui_ImplOpenGL3_DestroyFontsTexture()
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}
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}
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// If you get an error please report on github. You may try different GL context version or GLSL version.
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// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file.
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static bool CheckShader(GLuint handle, const char* desc)
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{
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GLint status = 0, log_length = 0;
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@ -324,14 +324,14 @@ static bool CheckShader(GLuint handle, const char* desc)
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return (GLboolean)status == GL_TRUE;
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}
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// If you get an error please report on github. You may try different GL context version or GLSL version.
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// If you get an error please report on GitHub. You may try different GL context version or GLSL version.
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static bool CheckProgram(GLuint handle, const char* desc)
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{
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GLint status = 0, log_length = 0;
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glGetProgramiv(handle, GL_LINK_STATUS, &status);
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glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
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if ((GLboolean)status == GL_FALSE)
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fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s!\n", desc);
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fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString);
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if (log_length > 0)
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{
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ImVector<char> buf;
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@ -2511,7 +2511,7 @@ void ImGui::SetHoveredID(ImGuiID id)
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g.HoveredId = id;
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g.HoveredIdAllowOverlap = false;
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if (id != 0 && g.HoveredIdPreviousFrame != id)
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g.HoveredIdTimer = 0.0f;
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g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f;
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}
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ImGuiID ImGui::GetHoveredID()
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@ -3191,8 +3191,12 @@ void ImGui::NewFrame()
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// Clear reference to active widget if the widget isn't alive anymore
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if (!g.HoveredIdPreviousFrame)
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g.HoveredIdTimer = 0.0f;
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if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId))
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g.HoveredIdNotActiveTimer = 0.0f;
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if (g.HoveredId)
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g.HoveredIdTimer += g.IO.DeltaTime;
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if (g.HoveredId && g.ActiveId != g.HoveredId)
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g.HoveredIdNotActiveTimer += g.IO.DeltaTime;
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g.HoveredIdPreviousFrame = g.HoveredId;
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g.HoveredId = 0;
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g.HoveredIdAllowOverlap = false;
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@ -1,22 +1,25 @@
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// dear imgui, v1.66 WIP
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// (demo code)
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// Message to the person tempted to delete this file when integrating ImGui into their code base:
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// Don't do it! Do NOT remove this file from your project! It is useful reference code that you and other users will want to refer to.
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// Message to the person tempted to delete this file when integrating Dear ImGui into their code base:
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// Do NOT remove this file from your project! Think again! It is the most useful reference code that you and other coders
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// will want to refer to and call. Have the ImGui::ShowDemoWindow() function wired in an always-available debug menu of
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// your game/app! Removing this file from your project is hindering access to documentation for everyone in your team,
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// likely leading you to poorer usage of the library.
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// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow().
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// During development, you can call ImGui::ShowDemoWindow() in your code to learn about various features of ImGui. Have it wired in a debug menu!
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// Removing this file from your project is hindering access to documentation for everyone in your team, likely leading you to poorer usage of the library.
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// Note that you can #define IMGUI_DISABLE_DEMO_WINDOWS in imconfig.h for the same effect.
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// If you want to link core ImGui in your final builds but not those demo windows, #define IMGUI_DISABLE_DEMO_WINDOWS in imconfig.h and those functions will be empty.
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// In other situation, when you have ImGui available you probably want this to be available for reference and execution.
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// If you want to link core Dear ImGui in your shipped builds but want an easy guarantee that the demo will not be linked,
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// you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty.
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// In other situation, whenever you have Dear ImGui available you probably want this to be available for reference.
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// Thank you,
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// -Your beloved friend, imgui_demo.cpp (that you won't delete)
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// Message to beginner C/C++ programmers about the meaning of the 'static' keyword: in this demo code, we frequently we use 'static' variables inside functions.
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// A static variable persist across calls, so it is essentially like a global variable but declared inside the scope of the function.
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// We do this as a way to gather code and data in the same place, just to make the demo code faster to read, faster to write, and use less code.
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// It also happens to be a convenient way of storing simple UI related information as long as your function doesn't need to be reentrant or used in threads.
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// This might be a pattern you occasionally want to use in your code, but most of the real data you would be editing is likely to be stored outside your functions.
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// Message to beginner C/C++ programmers about the meaning of the 'static' keyword:
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// In this demo code, we frequently we use 'static' variables inside functions. A static variable persist across calls, so it is
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// essentially like a global variable but declared inside the scope of the function. We do this as a way to gather code and data
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// in the same place, to make the demo source code faster to read, faster to write, and smaller in size.
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// It also happens to be a convenient way of storing simple UI related information as long as your function doesn't need to be reentrant
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// or used in threads. This might be a pattern you will want to use in your code, but most of the real data you would be editing is
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// likely going to be stored outside your functions.
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/*
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@ -662,7 +662,8 @@ struct ImGuiContext
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ImGuiID HoveredId; // Hovered widget
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bool HoveredIdAllowOverlap;
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ImGuiID HoveredIdPreviousFrame;
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float HoveredIdTimer;
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float HoveredIdTimer; // Measure contiguous hovering time
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float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active
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ImGuiID ActiveId; // Active widget
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ImGuiID ActiveIdPreviousFrame;
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ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame)
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@ -809,7 +810,7 @@ struct ImGuiContext
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HoveredId = 0;
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HoveredIdAllowOverlap = false;
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HoveredIdPreviousFrame = 0;
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HoveredIdTimer = 0.0f;
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HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f;
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ActiveId = 0;
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ActiveIdPreviousFrame = 0;
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ActiveIdIsAlive = 0;
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