Inputs, Viewports: fix UpdateViewportsNewFrame() running before UpdateInputEvents(), leading to MouseViewport lagging by a frame on transitions. (#5837, #4921)

Will merge the swap in master.
This commit is contained in:
cfillion 2022-10-29 20:19:47 -04:00 committed by ocornut
parent 375ae5dce4
commit ced92d9c52
2 changed files with 8 additions and 4 deletions

View File

@ -418,6 +418,9 @@ Docking+Viewports Branch:
- Docking: Fixed incorrect focus highlight on docking node when focusing empty central node
or a child window which was manually injected into a dockspace window.
- Docking, Modal: Fixed a crash when opening popup from a parent which is being docked on the same frame. (#5401)
- Viewports: Fixed an issue where MouseViewport was lagging by a frame when using 1.87 Input Queue.
A common side-effect would be that when releasing a window drag the underlying window would highlight
for a frame. (#5837, #4921) [@cfillion]
- Viewports: Fixed translating a host viewport from briefly altering the size of AlwaysAutoResize windows. (#5057)
- Viewports: Fixed main viewport size not matching ImDrawData::DisplaySize for one frame during resize
when multi-viewports are disabled. (#4900)

View File

@ -4666,6 +4666,11 @@ void ImGui::NewFrame()
g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame));
g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX;
// Process input queue (trickle as many events as possible), turn events into writes to IO structure
g.InputEventsTrail.resize(0);
UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue);
// Update viewports (after processing input queue, so io.MouseHoveredViewport is set)
UpdateViewportsNewFrame();
// Setup current font and draw list shared data
@ -4788,10 +4793,6 @@ void ImGui::NewFrame()
//if (g.IO.AppFocusLost)
// ClosePopupsExceptModals();
// Process input queue (trickle as many events as possible)
g.InputEventsTrail.resize(0);
UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue);
// Update keyboard input state
UpdateKeyboardInputs();