Inputs: modulate wheel lock timer for small amount of wheeling. Slightly lower timer. (#3795)
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@ -119,7 +119,7 @@ Other Changes:
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systems while letting early adopters adopters toy with internals.
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(#456, #2637, #2620, #2891, #3370, #3724, #4828, #5108, #5242, #5641)
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- Scrolling: Tweak mouse-wheel locked window timer so it is shorter but also gets reset
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whenever scrolling again (#2604).
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whenever scrolling again. Modulate for small (sub-pixel) amounts. (#2604)
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- Scrolling: Mitigated issue where multi-axis mouse-wheel inputs (usually from touch pad
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events) are incorrectly locking scrolling in a parent window. (#4559, #3795, #2604)
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- Scrolling: Exposed SetNextWindowScroll() in public API. Useful to remove a scrolling
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17
imgui.cpp
17
imgui.cpp
@ -954,7 +954,7 @@ 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 = 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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static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 0.70f; // 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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@ -4338,10 +4338,13 @@ static void ImGui::UpdateMouseInputs()
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}
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}
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static void LockWheelingWindow(ImGuiWindow* window)
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static void LockWheelingWindow(ImGuiWindow* window, float wheel_amount)
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{
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ImGuiContext& g = *GImGui;
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g.WheelingWindowReleaseTimer = window ? WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER : 0.0f;
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if (window)
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g.WheelingWindowReleaseTimer = ImMin(g.WheelingWindowReleaseTimer + ImAbs(wheel_amount) * WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER, WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER);
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else
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g.WheelingWindowReleaseTimer = NULL;
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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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@ -4360,7 +4363,7 @@ void ImGui::UpdateMouseWheel()
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if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold)
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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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LockWheelingWindow(NULL, 0.0f);
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}
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ImVec2 wheel;
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@ -4378,7 +4381,7 @@ void ImGui::UpdateMouseWheel()
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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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{
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LockWheelingWindow(mouse_window);
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LockWheelingWindow(mouse_window, wheel.y);
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ImGuiWindow* window = mouse_window;
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const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
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const float scale = new_font_scale / window->FontWindowScale;
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@ -4417,7 +4420,7 @@ void ImGui::UpdateMouseWheel()
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window = window->ParentWindow;
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if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
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{
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LockWheelingWindow(mouse_window);
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LockWheelingWindow(mouse_window, wheel.y);
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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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@ -4432,7 +4435,7 @@ void ImGui::UpdateMouseWheel()
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window = window->ParentWindow;
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if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
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{
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LockWheelingWindow(mouse_window);
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LockWheelingWindow(mouse_window, wheel.x);
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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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