IO: apply same flooring as UpdateMouseInputs() in dupe event processing. (#4858) + provision for test engine.
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@ -3946,7 +3946,7 @@ static void ImGui::UpdateMouseInputs()
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// Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)
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if (IsMousePosValid(&io.MousePos))
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io.MousePos = g.MouseLastValidPos = ImFloor(io.MousePos);
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io.MousePos = g.MouseLastValidPos = ImFloorSigned(io.MousePos);
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// If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
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if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev))
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@ -7732,12 +7732,15 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
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const ImGuiInputEvent* e = &g.InputEventsQueue[event_n];
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if (e->Type == ImGuiInputEventType_MousePos)
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{
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if (io.MousePos.x != e->MousePos.PosX || io.MousePos.y != e->MousePos.PosY)
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ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY);
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if (IsMousePosValid(&event_pos))
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event_pos = ImVec2(ImFloorSigned(event_pos.x), ImFloorSigned(event_pos.y)); // Apply same flooring as UpdateMouseInputs()
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if (io.MousePos.x != event_pos.x || io.MousePos.y != event_pos.y)
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{
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// Trickling Rule: Stop processing queued events if we already handled a mouse button change
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if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || key_mods_changed || text_inputed))
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break;
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io.MousePos = ImVec2(e->MousePos.PosX, e->MousePos.PosY);
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io.MousePos = event_pos;
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mouse_moved = true;
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}
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}
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@ -441,6 +441,7 @@ static inline float ImInvLength(const ImVec2& lhs, float fail_value)
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static inline float ImFloor(float f) { return (float)(int)(f); }
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static inline float ImFloorSigned(float f) { return (float)((f >= 0 || (float)(int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf()
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static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); }
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static inline ImVec2 ImFloorSigned(const ImVec2& v) { return ImVec2(ImFloorSigned(v.x), ImFloorSigned(v.y)); }
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static inline int ImModPositive(int a, int b) { return (a + b) % b; }
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static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; }
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static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); }
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@ -936,6 +937,7 @@ struct ImGuiInputEvent
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{
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ImGuiInputEventType Type;
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ImGuiInputSource Source;
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bool SubmittedByTestEngine;
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union
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{
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ImGuiInputEventMousePos MousePos; // if Type == ImGuiInputEventType_MousePos
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