IO, Inputs: setting io.WantSetMousePos ignores incoming MousePos events. (#6837, #228)

Allow easily implementing wrapping behaviors.
This commit is contained in:
ocornut 2023-09-18 17:07:35 +02:00
parent ef8ff1b5d8
commit ff36fe365e
3 changed files with 15 additions and 5 deletions

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@ -92,6 +92,7 @@ Other changes:
- MenuBar: Fixed an issue where layouting an item in the menu-bar would erroneously
register contents size in a way that would affect the scrolling layer.
Was most often noticable when using an horizontal scrollbar. (#6789)
- IO: Setting io.WantSetMousePos ignores incoming MousePos events. (#6837, #228)
- ImDrawList: Added AddEllipse(), AddEllipseFilled(), PathEllipticalArcTo(). (#2743) [@Doohl]
- ImVector: Added find_index() helper.
- Backends: GLFW: Clear emscripten's MouseWheel callback before shutdown. (#6790, #6096, #4019) [@halx99]

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@ -7888,6 +7888,7 @@ bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
// - IsMouseDragPastThreshold() [Internal]
// - IsMouseDragging()
// - GetMousePos()
// - SetMousePos() [Internal]
// - GetMousePosOnOpeningCurrentPopup()
// - IsMousePosValid()
// - IsAnyMouseDown()
@ -8415,6 +8416,15 @@ ImVec2 ImGui::GetMousePos()
return g.IO.MousePos;
}
// It is expected you only call this if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) is set and supported by backend.
void ImGui::SetMousePos(const ImVec2& pos)
{
ImGuiContext& g = *GImGui;
g.IO.MousePos = g.IO.MousePosPrev = pos;
g.IO.WantSetMousePos = true;
//IMGUI_DEBUG_LOG_IO("SetMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y);
}
// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed!
ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup()
{
@ -8903,6 +8913,8 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
ImGuiInputEvent* e = &g.InputEventsQueue[event_n];
if (e->Type == ImGuiInputEventType_MousePos)
{
if (g.IO.WantSetMousePos)
continue;
// Trickling Rule: Stop processing queued events if we already handled a mouse button change
ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY);
if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted))
@ -11550,11 +11562,7 @@ static void ImGui::NavUpdate()
// Update mouse position if requested
// (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied)
if (set_mouse_pos && (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
{
io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos();
io.WantSetMousePos = true;
//IMGUI_DEBUG_LOG_IO("SetMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y);
}
SetMousePos(NavCalcPreferredRefPos());
// [DEBUG]
g.NavScoringDebugCount = 0;

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@ -3059,6 +3059,7 @@ namespace ImGui
IMGUI_API float GetNavTweakPressedAmount(ImGuiAxis axis);
IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate);
IMGUI_API void GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate);
IMGUI_API void SetMousePos(const ImVec2& pos);
IMGUI_API void SetActiveIdUsingAllKeyboardKeys();
inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; }