From 206b9ead8f60e1900f08995f35ed50a4e2642cec Mon Sep 17 00:00:00 2001 From: ocornut Date: Tue, 4 Jan 2022 12:49:34 +0100 Subject: [PATCH] IO: removed unused MouseDragMaxDistanceAbs(). Using a shortcut variable in UpdateMouseInputs(). --- imgui.cpp | 60 +++++++++++++++++++++++++++---------------------------- imgui.h | 3 +-- 2 files changed, 30 insertions(+), 33 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index b2afc3c21..6bb4fe401 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3747,62 +3747,60 @@ static bool IsWindowActiveAndVisible(ImGuiWindow* window) static void ImGui::UpdateMouseInputs() { ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well) - if (IsMousePosValid(&g.IO.MousePos)) - g.IO.MousePos = g.MouseLastValidPos = ImFloor(g.IO.MousePos); + if (IsMousePosValid(&io.MousePos)) + io.MousePos = g.MouseLastValidPos = ImFloor(io.MousePos); // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta - if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MousePosPrev)) - g.IO.MouseDelta = g.IO.MousePos - g.IO.MousePosPrev; + if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev)) + io.MouseDelta = io.MousePos - io.MousePosPrev; else - g.IO.MouseDelta = ImVec2(0.0f, 0.0f); + io.MouseDelta = ImVec2(0.0f, 0.0f); // 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 (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f) + if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f) g.NavDisableMouseHover = false; - g.IO.MousePosPrev = g.IO.MousePos; - for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++) + io.MousePosPrev = io.MousePos; + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) { - g.IO.MouseClicked[i] = g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] < 0.0f; - g.IO.MouseClickedCount[i] = 0; // Will be filled below - g.IO.MouseReleased[i] = !g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] >= 0.0f; - g.IO.MouseDownDurationPrev[i] = g.IO.MouseDownDuration[i]; - g.IO.MouseDownDuration[i] = g.IO.MouseDown[i] ? (g.IO.MouseDownDuration[i] < 0.0f ? 0.0f : g.IO.MouseDownDuration[i] + g.IO.DeltaTime) : -1.0f; - if (g.IO.MouseClicked[i]) + io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f; + io.MouseClickedCount[i] = 0; // Will be filled below + io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f; + io.MouseDownDurationPrev[i] = io.MouseDownDuration[i]; + io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f; + if (io.MouseClicked[i]) { bool is_repeated_click = false; - if ((float)(g.Time - g.IO.MouseClickedTime[i]) < g.IO.MouseDoubleClickTime) + if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime) { - ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); - if (ImLengthSqr(delta_from_click_pos) < g.IO.MouseDoubleClickMaxDist * g.IO.MouseDoubleClickMaxDist) + ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); + if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist) is_repeated_click = true; } if (is_repeated_click) - g.IO.MouseClickedLastCount[i]++; + io.MouseClickedLastCount[i]++; else - g.IO.MouseClickedLastCount[i] = 1; - g.IO.MouseClickedTime[i] = g.Time; - g.IO.MouseClickedPos[i] = g.IO.MousePos; - g.IO.MouseClickedCount[i] = g.IO.MouseClickedLastCount[i]; - g.IO.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f); - g.IO.MouseDragMaxDistanceSqr[i] = 0.0f; + io.MouseClickedLastCount[i] = 1; + io.MouseClickedTime[i] = g.Time; + io.MouseClickedPos[i] = io.MousePos; + io.MouseClickedCount[i] = io.MouseClickedLastCount[i]; + io.MouseDragMaxDistanceSqr[i] = 0.0f; } - else if (g.IO.MouseDown[i]) + else if (io.MouseDown[i]) { // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold - ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); - g.IO.MouseDragMaxDistanceSqr[i] = ImMax(g.IO.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos)); - g.IO.MouseDragMaxDistanceAbs[i].x = ImMax(g.IO.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x); - g.IO.MouseDragMaxDistanceAbs[i].y = ImMax(g.IO.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y); + float delta_sqr_click_pos = IsMousePosValid(&io.MousePos) ? ImLengthSqr(io.MousePos - io.MouseClickedPos[i]) : 0.0f; + io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], delta_sqr_click_pos); } // We provide io.MouseDoubleClicked[] as a legacy service - g.IO.MouseDoubleClicked[i] = (g.IO.MouseClickedCount[i] == 2); + io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2); // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation - if (g.IO.MouseClicked[i]) + if (io.MouseClicked[i]) g.NavDisableMouseHover = false; } } diff --git a/imgui.h b/imgui.h index 1d54b44b0..d2edfa363 100644 --- a/imgui.h +++ b/imgui.h @@ -1937,8 +1937,7 @@ struct ImGuiIO bool MouseDownOwnedUnlessPopupClose[5]; //Track if button was clicked inside a dear imgui window. float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) float MouseDownDurationPrev[5]; // Previous time the mouse button has been down - ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point - float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point + float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds) float NavInputsDownDuration[ImGuiNavInput_COUNT]; float NavInputsDownDurationPrev[ImGuiNavInput_COUNT]; float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.