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@@ -3990,10 +3990,10 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
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if (delay > 0.0f)
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{
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ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromRectangle(g.LastItemData.Rect);
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- if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverDelayIdPreviousFrame != hover_delay_id))
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- g.HoverDelayTimer = 0.0f;
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- g.HoverDelayId = hover_delay_id;
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- return g.HoverDelayTimer >= delay;
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+ if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverItemDelayIdPreviousFrame != hover_delay_id))
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+ g.HoverItemDelayTimer = 0.0f;
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+ g.HoverItemDelayId = hover_delay_id;
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+ return g.HoverItemDelayTimer >= delay;
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}
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return true;
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@@ -4538,21 +4538,21 @@ void ImGui::NewFrame()
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#endif
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// Update hover delay for IsItemHovered() with delays and tooltips
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- g.HoverDelayIdPreviousFrame = g.HoverDelayId;
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- if (g.HoverDelayId != 0)
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+ g.HoverItemDelayIdPreviousFrame = g.HoverItemDelayId;
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+ if (g.HoverItemDelayId != 0)
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{
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//if (g.IO.MouseDelta.x == 0.0f && g.IO.MouseDelta.y == 0.0f) // Need design/flags
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- g.HoverDelayTimer += g.IO.DeltaTime;
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- g.HoverDelayClearTimer = 0.0f;
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- g.HoverDelayId = 0;
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+ g.HoverItemDelayTimer += g.IO.DeltaTime;
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+ g.HoverItemDelayClearTimer = 0.0f;
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+ g.HoverItemDelayId = 0;
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}
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- else if (g.HoverDelayTimer > 0.0f)
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+ else if (g.HoverItemDelayTimer > 0.0f)
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{
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// This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps
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// We could expose 0.25f as io.HoverClearDelay but I am not sure of the logic yet, this is particularly subtle.
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- g.HoverDelayClearTimer += g.IO.DeltaTime;
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- if (g.HoverDelayClearTimer >= ImMax(0.25f, g.IO.DeltaTime * 2.0f)) // ~7 frames at 30 Hz + allow for low framerate
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- g.HoverDelayTimer = g.HoverDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer.
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+ g.HoverItemDelayClearTimer += g.IO.DeltaTime;
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+ if (g.HoverItemDelayClearTimer >= ImMax(0.25f, g.IO.DeltaTime * 2.0f)) // ~7 frames at 30 Hz + allow for low framerate
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+ g.HoverItemDelayTimer = g.HoverItemDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer.
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}
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// Drag and drop
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@@ -13968,7 +13968,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
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Text("ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: %X", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
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Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame
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- Text("HoverDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f", g.HoverDelayId, g.HoverDelayTimer, g.HoverDelayClearTimer);
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+ Text("HoverItemDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f", g.HoverItemDelayId, g.HoverItemDelayTimer, g.HoverItemDelayClearTimer);
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Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
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DebugLocateItemOnHover(g.DragDropPayload.SourceId);
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Unindent();
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