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Inputs, Scrolling: better selection of scrolling window when hovering nested windows and backend/OS is emitting dual-axis wheeling inputs. (#3795, #4559)
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@ -39,6 +39,10 @@ Breaking changes:
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Other changes:
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- Inputs, Scrolling: better selection of scrolling window when hovering nested windows
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and when backend/OS is emitting dual-axis wheeling inputs (typically touch pads on macOS).
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We now select a primary axis based on recent events, and select a target window based on it.
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We expect this behavior to be further improved/tweaked. (#3795, #4559) [@ocornut, @folays]
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- Text: fixed layouting of wrapped-text block when the last source line is above the
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clipping region. Regression added in 1.89. (#5720, #5919)
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- Misc: fixed parameters to IMGUI_DEBUG_LOG() not being dead-stripped when building
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118
imgui.cpp
118
imgui.cpp
@ -4367,13 +4367,58 @@ static void LockWheelingWindow(ImGuiWindow* window, float wheel_amount)
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IMGUI_DEBUG_LOG_IO("LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL");
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g.WheelingWindow = window;
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g.WheelingWindowRefMousePos = g.IO.MousePos;
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if (window == NULL)
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{
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g.WheelingWindowStartFrame = -1;
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g.WheelingAxisAvg = ImVec2(0.0f, 0.0f);
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}
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}
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static ImGuiWindow* FindBestWheelingWindow(const ImVec2& wheel)
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{
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// For each axis, find window in the hierarchy that may want to use scrolling
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ImGuiContext& g = *GImGui;
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ImGuiWindow* windows[2] = { NULL, NULL };
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for (int axis = 0; axis < 2; axis++)
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if (wheel[axis] != 0.0f)
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for (ImGuiWindow* window = windows[axis] = g.HoveredWindow; window->Flags & ImGuiWindowFlags_ChildWindow; window = windows[axis] = window->ParentWindow)
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{
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// Bubble up into parent window if:
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// - a child window doesn't allow any scrolling.
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// - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag.
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//// - a child window doesn't need scrolling because it is already at the edge for the direction we are going in (FIXME-WIP)
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const bool has_scrolling = (window->ScrollMax[axis] != 0.0f);
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const bool inputs_disabled = (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs);
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//const bool scrolling_past_limits = (wheel_v < 0.0f) ? (window->Scroll[axis] <= 0.0f) : (window->Scroll[axis] >= window->ScrollMax[axis]);
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if (has_scrolling && !inputs_disabled) // && !scrolling_past_limits)
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break; // select this window
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}
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if (windows[0] == NULL && windows[1] == NULL)
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return NULL;
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// If there's only one window or only one axis then there's no ambiguity
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if (windows[0] == windows[1] || windows[0] == NULL || windows[1] == NULL)
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return windows[1] ? windows[1] : windows[0];
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// If candidate are different windows we need to decide which one to prioritize
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// - First frame: only find a winner if one axis is zero.
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// - Subsequent frames: only find a winner when one is more than the other.
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if (g.WheelingWindowStartFrame == -1)
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g.WheelingWindowStartFrame = g.FrameCount;
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if ((g.WheelingWindowStartFrame == g.FrameCount && wheel.x != 0.0f && wheel.y != 0.0f) || (g.WheelingAxisAvg.x == g.WheelingAxisAvg.y))
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{
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g.WheelingWindowWheelRemainder = wheel;
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return NULL;
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}
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return (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? windows[0] : windows[1];
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}
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void ImGui::UpdateMouseWheel()
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{
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ImGuiContext& g = *GImGui;
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// Reset the locked window if we move the mouse or after the timer elapses
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// Reset the locked window if we move the mouse or after the timer elapses.
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// FIXME: Ideally we could refactor to have one timer for "changing window w/ same axis" and a shorter timer for "changing window or axis w/ other axis" (#3795)
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if (g.WheelingWindow != NULL)
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{
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g.WheelingWindowReleaseTimer -= g.IO.DeltaTime;
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@ -4386,8 +4431,6 @@ void ImGui::UpdateMouseWheel()
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ImVec2 wheel;
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wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_None) ? g.IO.MouseWheelH : 0.0f;
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wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_None) ? g.IO.MouseWheel : 0.0f;
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if (wheel.x == 0.0f && wheel.y == 0.0f)
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return;
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//IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y);
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ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow;
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@ -4425,39 +4468,41 @@ void ImGui::UpdateMouseWheel()
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wheel.y = 0.0f;
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}
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// Vertical Mouse Wheel scrolling
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// Bubble up into parent window if:
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// - a child window doesn't allow any scrolling.
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// - a child window doesn't need scrolling because it is already at the edge for the direction we are going in.
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// - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag.
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if (wheel.y != 0.0f)
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{
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ImGuiWindow* window = mouse_window;
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while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))))
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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, 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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}
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}
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// Maintain a rough average of moving magnitude on both axises
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// FIXME: should by based on wall clock time rather than frame-counter
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g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30);
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g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30);
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// Horizontal Mouse Wheel scrolling, or Vertical Mouse Wheel w/ Shift held
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if (wheel.x != 0.0f)
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{
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ImGuiWindow* window = mouse_window;
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while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))))
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window = window->ParentWindow;
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// In the rare situation where FindBestWheelingWindow() had to defer first frame of wheeling due to ambiguous main axis, reinject it now.
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wheel += g.WheelingWindowWheelRemainder;
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g.WheelingWindowWheelRemainder = ImVec2(0.0f, 0.0f);
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if (wheel.x == 0.0f && wheel.y == 0.0f)
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return;
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// Mouse wheel scrolling: find target and apply
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// - don't renew lock if axis doesn't apply on the window.
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// - select a main axis when both axises are being moved.
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if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel)))
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if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
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{
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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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bool do_scroll[2] = { wheel.x != 0.0f && window->ScrollMax.x != 0.0f, wheel.y != 0.0f && window->ScrollMax.y != 0.0f };
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if (do_scroll[ImGuiAxis_X] && do_scroll[ImGuiAxis_Y])
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do_scroll[(g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? ImGuiAxis_Y : ImGuiAxis_X] = false;
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if (do_scroll[ImGuiAxis_X])
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{
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LockWheelingWindow(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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}
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if (do_scroll[ImGuiAxis_Y])
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{
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LockWheelingWindow(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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}
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}
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}
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}
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// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
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@ -8427,7 +8472,7 @@ static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e)
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ImGuiContext& g = *GImGui;
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if (e->Type == ImGuiInputEventType_MousePos) { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("%s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("%s: MousePos (%.1f, %.1f)\n", prefix, e->MousePos.PosX, e->MousePos.PosY); return; }
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if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("%s: MouseButton %d %s\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up"); return; }
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if (e->Type == ImGuiInputEventType_MouseWheel) { IMGUI_DEBUG_LOG_IO("%s: MouseWheel (%.1f, %.1f)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY); return; }
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if (e->Type == ImGuiInputEventType_MouseWheel) { IMGUI_DEBUG_LOG_IO("%s: MouseWheel (%.3f, %.3f)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY); return; }
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if (e->Type == ImGuiInputEventType_Key) { IMGUI_DEBUG_LOG_IO("%s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; }
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if (e->Type == ImGuiInputEventType_Text) { IMGUI_DEBUG_LOG_IO("%s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; }
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if (e->Type == ImGuiInputEventType_Focus) { IMGUI_DEBUG_LOG_IO("%s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; }
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@ -13409,6 +13454,13 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
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Unindent();
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Text("MOUSE WHEELING");
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Indent();
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Text("WheelingWindow: '%s'", g.WheelingWindow ? g.WheelingWindow->Name : "NULL");
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Text("WheelingWindowReleaseTimer: %.2f", g.WheelingWindowReleaseTimer);
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Text("WheelingAxisAvg[] = { %.3f, %.3f }, Main Axis: %s", g.WheelingAxisAvg.x, g.WheelingAxisAvg.y, (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? "X" : (g.WheelingAxisAvg.x < g.WheelingAxisAvg.y) ? "Y" : "<none>");
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Unindent();
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TreePop();
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}
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2
imgui.h
2
imgui.h
@ -23,7 +23,7 @@
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// Library Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345')
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#define IMGUI_VERSION "1.89.2 WIP"
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#define IMGUI_VERSION_NUM 18912
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#define IMGUI_VERSION_NUM 18913
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#define IMGUI_HAS_TABLE
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/*
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@ -477,6 +477,7 @@ static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a)
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static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; }
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static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
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static inline bool ImIsFloatAboveGuaranteedIntegerPrecision(float f) { return f <= -16777216 || f >= 16777216; }
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static inline float ImExponentialMovingAverage(float avg, float sample, int n) { avg -= avg / n; avg += sample / n; return avg; }
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IM_MSVC_RUNTIME_CHECKS_RESTORE
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// Helpers: Geometry
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@ -1764,7 +1765,10 @@ struct ImGuiContext
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ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow.
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ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window.
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ImVec2 WheelingWindowRefMousePos;
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int WheelingWindowStartFrame; // This may be set one frame before WheelingWindow is != NULL
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float WheelingWindowReleaseTimer;
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ImVec2 WheelingWindowWheelRemainder;
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ImVec2 WheelingAxisAvg;
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// Item/widgets state and tracking information
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ImGuiID DebugHookIdInfo; // Will call core hooks: DebugHookIdInfo() from GetID functions, used by Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line]
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@ -2030,6 +2034,7 @@ struct ImGuiContext
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HoveredWindowUnderMovingWindow = NULL;
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MovingWindow = NULL;
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WheelingWindow = NULL;
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WheelingWindowStartFrame = -1;
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WheelingWindowReleaseTimer = 0.0f;
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DebugHookIdInfo = 0;
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