// This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps
g.HoverDelayClearTimer+=g.IO.DeltaTime;
if(g.HoverDelayClearTimer>=ImMax(0.20f,g.IO.DeltaTime*2.0f))// ~6 frames at 30 Hz + allow for low framerate
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.
Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d",g.HoveredIdPreviousFrame,g.HoveredIdTimer,g.HoveredIdAllowOverlap);// Not displaying g.HoveredId as it is update mid-frame
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
ImGuiHoveredFlags_DelayNormal=1<<11,// Return true after io.HoverDelayNormal elapsed (~0.30 sec)
ImGuiHoveredFlags_DelayShort=1<<12,// Return true after io.HoverDelayShort elapsed (~0.10 sec)
ImGuiHoveredFlags_NoSharedDelay=1<<13,// Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays)
};
// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
@ -1905,6 +1910,8 @@ struct ImGuiIO
floatMouseDragThreshold;// = 6.0f // Distance threshold before considering we are dragging.
floatKeyRepeatDelay;// = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
floatKeyRepeatRate;// = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
floatHoverDelayNormal;// = 0.30 sec // Delay on hovering before IsItemHovered(ImGuiHoveredFlags_DelayNormal) returns true.
floatHoverDelayShort;// = 0.10 sec // Delay on hovering before IsItemHovered(ImGuiHoveredFlags_DelayShort) returns true.
void*UserData;// = NULL // Store your own data for retrieval by callbacks.
ImFontAtlas*Fonts;// <auto> // Font atlas: load, rasterize and pack one or more fonts into a single texture.
"Using the simplified one-liner ListBox API here.\nRefer to the \"List boxes\" section below for an explanation of how to use the more flexible and general BeginListBox/EndListBox API.");