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Scrolling: Further reduce unrelease mouse-wheel locked window timer + misc refactor (#2604, #3795, #4559)
The refactor are designed to minimize the diff for changes needed for #3795
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parent
dfa1bb0ac7
commit
8a44c31c95
39
imgui.cpp
39
imgui.cpp
@ -953,7 +953,7 @@ static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time
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// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend)
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static const float WINDOWS_HOVER_PADDING = 4.0f; // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow().
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static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time.
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static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 1.50f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
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static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 0.80f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
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//-------------------------------------------------------------------------
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// [SECTION] FORWARD DECLARATIONS
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@ -4268,7 +4268,7 @@ static void ImGui::UpdateMouseInputs()
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static void LockWheelingWindow(ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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g.WheelingWindowTimer = window ? WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER : 0.0f;
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g.WheelingWindowReleaseTimer = window ? WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER : 0.0f;
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if (g.WheelingWindow == window)
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return;
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IMGUI_DEBUG_LOG_IO("LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL");
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@ -4283,10 +4283,10 @@ void ImGui::UpdateMouseWheel()
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// Reset the locked window if we move the mouse or after the timer elapses
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if (g.WheelingWindow != NULL)
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{
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g.WheelingWindowTimer -= g.IO.DeltaTime;
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g.WheelingWindowReleaseTimer -= g.IO.DeltaTime;
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if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold)
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g.WheelingWindowTimer = 0.0f;
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if (g.WheelingWindowTimer <= 0.0f)
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g.WheelingWindowReleaseTimer = 0.0f;
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if (g.WheelingWindowReleaseTimer <= 0.0f)
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LockWheelingWindow(NULL);
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}
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@ -4294,9 +4294,10 @@ void ImGui::UpdateMouseWheel()
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const bool active_id_using_mouse_wheel_x = g.ActiveIdUsingKeyInputMask.TestBit(ImGuiKey_MouseWheelX);
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const bool active_id_using_mouse_wheel_y = g.ActiveIdUsingKeyInputMask.TestBit(ImGuiKey_MouseWheelY);
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float wheel_x = (!hovered_id_using_mouse_wheel && !active_id_using_mouse_wheel_x) ? g.IO.MouseWheelH : 0.0f;
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float wheel_y = (!hovered_id_using_mouse_wheel && !active_id_using_mouse_wheel_y) ? g.IO.MouseWheel : 0;
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if (wheel_x == 0.0f && wheel_y == 0.0f)
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ImVec2 wheel;
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wheel.x = (!hovered_id_using_mouse_wheel && !active_id_using_mouse_wheel_x) ? g.IO.MouseWheelH : 0.0f;
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wheel.y = (!hovered_id_using_mouse_wheel && !active_id_using_mouse_wheel_y) ? g.IO.MouseWheel : 0;
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if (wheel.x == 0.0f && wheel.y == 0.0f)
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return;
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//IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y);
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@ -4306,7 +4307,7 @@ void ImGui::UpdateMouseWheel()
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// Zoom / Scale window
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// FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.
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if (wheel_y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
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if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
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{
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LockWheelingWindow(mouse_window);
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ImGuiWindow* window = mouse_window;
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@ -4322,23 +4323,25 @@ void ImGui::UpdateMouseWheel()
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}
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return;
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}
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// Mouse wheel scrolling
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// If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent
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if (g.IO.KeyCtrl)
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return;
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// Mouse wheel scrolling
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// As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead
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// (we avoid doing it on OSX as it the OS input layer handles this already)
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const bool swap_axis = g.IO.KeyShift && !g.IO.ConfigMacOSXBehaviors;
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if (swap_axis)
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{
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wheel_x = wheel_y;
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wheel_y = 0.0f;
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wheel.x = wheel.y;
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wheel.y = 0.0f;
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}
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// Vertical Mouse Wheel scrolling
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if (wheel_y != 0.0f)
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// Bubble up into parent window if:
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// - a child window doesn't allow any scrolling.
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// - a child window doesn't need scrolling because it is already at the edge for the direction we are going in.
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// - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag.
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if (wheel.y != 0.0f)
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{
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ImGuiWindow* window = mouse_window;
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while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))))
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@ -4348,12 +4351,12 @@ void ImGui::UpdateMouseWheel()
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LockWheelingWindow(mouse_window);
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float max_step = window->InnerRect.GetHeight() * 0.67f;
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float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step));
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SetScrollY(window, window->Scroll.y - wheel_y * scroll_step);
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SetScrollY(window, window->Scroll.y - wheel.y * scroll_step);
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}
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}
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// Horizontal Mouse Wheel scrolling, or Vertical Mouse Wheel w/ Shift held
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if (wheel_x != 0.0f)
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if (wheel.x != 0.0f)
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{
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ImGuiWindow* window = mouse_window;
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while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))))
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@ -4363,7 +4366,7 @@ void ImGui::UpdateMouseWheel()
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LockWheelingWindow(mouse_window);
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float max_step = window->InnerRect.GetWidth() * 0.67f;
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float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step));
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SetScrollX(window, window->Scroll.x - wheel_x * scroll_step);
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SetScrollX(window, window->Scroll.x - wheel.x * scroll_step);
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}
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}
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}
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@ -1631,7 +1631,7 @@ struct ImGuiContext
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ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow.
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ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window.
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ImVec2 WheelingWindowRefMousePos;
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float WheelingWindowTimer;
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float WheelingWindowReleaseTimer;
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// Item/widgets state and tracking information
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ImGuiID DebugHookIdInfo; // Will call core hooks: DebugHookIdInfo() from GetID functions, used by Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line]
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@ -1885,7 +1885,7 @@ struct ImGuiContext
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HoveredWindowUnderMovingWindow = NULL;
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MovingWindow = NULL;
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WheelingWindow = NULL;
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WheelingWindowTimer = 0.0f;
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WheelingWindowReleaseTimer = 0.0f;
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DebugHookIdInfo = 0;
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HoveredId = HoveredIdPreviousFrame = 0;
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