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Clarifying that MovedWindow* apply to mouse moving only
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@ -2655,8 +2655,8 @@ void ImGui::NewFrame()
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g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
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g.IO.Framerate = 1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame));
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// Handle user moving window (at the beginning of the frame to avoid input lag or sheering). Only valid for root windows.
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if (g.MovedWindowMoveId && g.MovedWindowMoveId == g.ActiveId)
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// Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering). Only valid for root windows.
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if (g.MovedWindowMoveId && g.MovedWindowMoveId == g.ActiveId && g.ActiveIdSource == ImGuiInputSource_Mouse)
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{
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KeepAliveID(g.MovedWindowMoveId);
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IM_ASSERT(g.MovedWindow && g.MovedWindow->RootWindow);
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@ -393,7 +393,7 @@ struct ImGuiContext
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ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
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ImGuiWindow* ActiveIdWindow;
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ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard)
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ImGuiWindow* MovedWindow; // Track the child window we clicked on to move a window.
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ImGuiWindow* MovedWindow; // Track the child window we clicked on to move a window (only apply to moving with mouse)
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ImGuiID MovedWindowMoveId; // == MovedWindow->RootWindow->MoveId
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ImVector<ImGuiIniData> Settings; // .ini Settings
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float SettingsDirtyTimer; // Save .ini Settings on disk when time reaches zero
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