Rearrange code in UpdateMouseWheel(). (#2424, #1463) + Fix old io.FontAllowUserScaling feature (probably should be made obsolete, but until then best fixed)

This commit is contained in:
omar 2019-03-25 19:40:19 +01:00
parent 1963cc59be
commit cf1b02e54e
2 changed files with 39 additions and 34 deletions

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@ -40,6 +40,7 @@ Other Changes:
when first transitioning from no-selection to has-selection. (Bug in 1.69) (#2436) [@Nazg-Gul] when first transitioning from no-selection to has-selection. (Bug in 1.69) (#2436) [@Nazg-Gul]
- GetMouseDragDelta(): also returns the delta on the mouse button released frame. (#2419) - GetMouseDragDelta(): also returns the delta on the mouse button released frame. (#2419)
- GetMouseDragDelta(): verify that mouse positions are valid otherwise returns zero. - GetMouseDragDelta(): verify that mouse positions are valid otherwise returns zero.
- Inputs: Also add support for horizontal scroll with Shift+Mouse Wheel. (#2424, #1463) [@LucaRood]
- Examples: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized - Examples: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized
GL function loaders early, and help users understand what they are missing. (#2421) GL function loaders early, and help users understand what they are missing. (#2421)

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@ -3274,48 +3274,52 @@ void ImGui::UpdateMouseWheel()
return; return;
if (g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f) if (g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f)
return; return;
// If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent (unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set).
ImGuiWindow* window = g.HoveredWindow; ImGuiWindow* window = g.HoveredWindow;
ImGuiWindow* scroll_window = window;
while ((scroll_window->Flags & ImGuiWindowFlags_ChildWindow) && (scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoScrollbar) && !(scroll_window->Flags & ImGuiWindowFlags_NoMouseInputs) && scroll_window->ParentWindow)
scroll_window = scroll_window->ParentWindow;
const bool scroll_allowed = !(scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoMouseInputs);
if (g.IO.MouseWheel != 0.0f) // Zoom / Scale window
// FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.
if (g.IO.MouseWheel != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
{ {
if (g.IO.KeyCtrl && g.IO.FontAllowUserScaling) const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
const float scale = new_font_scale / window->FontWindowScale;
window->FontWindowScale = new_font_scale;
if (!(window->Flags & ImGuiWindowFlags_ChildWindow))
{ {
// Zoom / Scale window
const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
const float scale = new_font_scale / window->FontWindowScale;
window->FontWindowScale = new_font_scale;
const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
window->Pos += offset; window->Pos = ImFloor(window->Pos + offset);
window->Size *= scale; window->Size = ImFloor(window->Size * scale);
window->SizeFull *= scale; window->SizeFull = ImFloor(window->SizeFull * scale);
}
else if (!g.IO.KeyCtrl && g.IO.KeyShift && scroll_allowed)
{
// Mouse wheel horizontal scrolling
float scroll_amount = 5 * scroll_window->CalcFontSize();
scroll_amount = (float)(int)ImMin(scroll_amount, (scroll_window->ContentsRegionRect.GetWidth() + scroll_window->WindowPadding.x * 2.0f) * 0.67f);
SetWindowScrollX(scroll_window, scroll_window->Scroll.x - g.IO.MouseWheel * scroll_amount);
}
else if (!g.IO.KeyCtrl && scroll_allowed)
{
// Mouse wheel vertical scrolling
float scroll_amount = 5 * scroll_window->CalcFontSize();
scroll_amount = (float)(int)ImMin(scroll_amount, (scroll_window->ContentsRegionRect.GetHeight() + scroll_window->WindowPadding.y * 2.0f) * 0.67f);
SetWindowScrollY(scroll_window, scroll_window->Scroll.y - g.IO.MouseWheel * scroll_amount);
} }
return;
} }
if (g.IO.MouseWheelH != 0.0f && scroll_allowed && !g.IO.KeyCtrl)
// Mouse wheel scrolling
// If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent (unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set).
while ((window->Flags & ImGuiWindowFlags_ChildWindow) && (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs) && window->ParentWindow)
window = window->ParentWindow;
const bool scroll_allowed = !(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs);
if (scroll_allowed && (g.IO.MouseWheel != 0.0f || g.IO.MouseWheelH != 0.0f) && !g.IO.KeyCtrl)
{ {
// Mouse wheel horizontal scrolling (for hardware that supports it) ImVec2 max_step = (window->ContentsRegionRect.GetSize() + window->WindowPadding * 2.0f) * 0.67f;
float scroll_amount = scroll_window->CalcFontSize();
SetWindowScrollX(scroll_window, scroll_window->Scroll.x - g.IO.MouseWheelH * scroll_amount); // Vertical Mouse Wheel Scrolling (hold Shift to scroll horizontally)
if (g.IO.MouseWheel != 0.0f && !g.IO.KeyShift)
{
float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step.y));
SetWindowScrollY(window, window->Scroll.y - g.IO.MouseWheel * scroll_step);
}
else if (g.IO.MouseWheel != 0.0f && g.IO.KeyShift)
{
float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step.x));
SetWindowScrollX(window, window->Scroll.x - g.IO.MouseWheel * scroll_step);
}
// Horizontal Mouse Wheel Scrolling (for hardware that supports it)
if (g.IO.MouseWheelH != 0.0f && !g.IO.KeyShift)
{
float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step.x));
SetWindowScrollX(window, window->Scroll.x - g.IO.MouseWheelH * scroll_step);
}
} }
} }