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Scrolling: Made mouse-wheel scrolling lock the underlying window until the mouse is moved again or until a short delay expires (2 seconds). This allow uninterrupted scroll even if child windows are passing under the mouse cursor. (#2604)
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@ -53,7 +53,6 @@ Other Changes:
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any more. Forwarding can still be disabled by setting ImGuiWindowFlags_NoInputs. (amend #1502, #1380).
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- Window: Fixed old SetWindowFontScale() api value from not being inherited by child window. Added
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comments about the right way to scale your UI (load a font at the right side, rebuild atlas, scale style).
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- Scrollbar: Avoid overlapping the opposite side when window (often a child window) is forcibly too small.
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- Combo: Hide arrow when there's not enough space even for the square button.
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- TabBar: Fixed unfocused tab bar separator color (was using ImGuiCol_Tab, should use ImGuiCol_TabUnfocusedActive).
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- Columns: Fixed a regression from 1.71 where the right-side of the contents rectangle within each column
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@ -67,12 +66,16 @@ Other Changes:
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- InputTextMultiline: Fixed vertical scrolling tracking glitch.
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- Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because
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of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d).
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- Scrolling: Made mouse-wheel scrolling lock the underlying window until the mouse is moved again or
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until a short delay expires (2 seconds). This allow uninterrupted scroll even if child windows are
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passing under the mouse cursor. (#2604)
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- Scrolling: Made it possible for mouse wheel and navigation-triggered scrolling to override a call to
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SetScrollX()/SetScrollY(), making it possible to use a simpler stateless pattern for auto-scrolling:
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// (Submit items..)
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if (ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) // Keep scrolling at the bottom if already
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ImGui::SetScrollHereY(1.0f);
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- Scrolling: Added SetScrollHereX(), SetScrollFromPosX() for completeness. (#1580) [@kevreco]
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- Scrollbar: Avoid overlapping the opposite side when window (often a child window) is forcibly too small.
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- Style: Attenuated default opacity of ImGuiCol_Separator in Classic and Light styles.
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- Style: Added style.ColorButtonPosition (left/right, defaults to ImGuiDir_Right) to move the color button
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of ColorEdit3/ColorEdit4 functions to either side of the inputs.
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38
imgui.cpp
38
imgui.cpp
@ -1042,6 +1042,7 @@ 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 back-end)
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static const float WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS = 4.0f; // Extend outside and inside windows. 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 = 2.00f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certaint time, unless mouse moved.
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//-------------------------------------------------------------------------
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// [SECTION] FORWARD DECLARATIONS
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@ -3465,19 +3466,45 @@ static void ImGui::UpdateMouseInputs()
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}
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}
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static void StartLockWheelingWindow(ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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if (g.WheelingWindow == window)
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return;
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g.WheelingWindow = window;
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g.WheelingWindowRefMousePos = g.IO.MousePos;
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g.WheelingWindowTimer = WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER;
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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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if (!g.HoveredWindow || g.HoveredWindow->Collapsed)
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return;
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// Reset the locked window if we move the mouse or after the timer elapses
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if (g.WheelingWindow != NULL)
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{
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g.WheelingWindowTimer -= g.IO.DeltaTime;
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if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold)
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g.WheelingWindowTimer = 0.0f;
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if (g.WheelingWindowTimer <= 0.0f)
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{
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g.WheelingWindow = NULL;
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g.WheelingWindowTimer = 0.0f;
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}
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}
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if (g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f)
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return;
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ImGuiWindow* window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow;
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if (!window || window->Collapsed)
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return;
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// Zoom / Scale window
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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 (g.IO.MouseWheel != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
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{
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ImGuiWindow* window = g.HoveredWindow;
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StartLockWheelingWindow(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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window->FontWindowScale = new_font_scale;
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@ -3493,13 +3520,12 @@ void ImGui::UpdateMouseWheel()
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// Mouse wheel scrolling
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// If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent
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// FIXME: Lock scrolling window while not moving (see #2604)
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// Vertical Mouse Wheel scrolling
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const float wheel_y = (g.IO.MouseWheel != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f;
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if (wheel_y != 0.0f && !g.IO.KeyCtrl)
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{
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ImGuiWindow* window = g.HoveredWindow;
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StartLockWheelingWindow(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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@ -3514,7 +3540,7 @@ void ImGui::UpdateMouseWheel()
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const float wheel_x = (g.IO.MouseWheelH != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheelH : (g.IO.MouseWheel != 0.0f && g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f;
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if (wheel_x != 0.0f && !g.IO.KeyCtrl)
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{
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ImGuiWindow* window = g.HoveredWindow;
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StartLockWheelingWindow(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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if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
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@ -868,6 +868,9 @@ struct ImGuiContext
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ImGuiWindow* HoveredWindow; // Will catch mouse inputs
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ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only)
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ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow.
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ImGuiWindow* WheelingWindow;
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ImVec2 WheelingWindowRefMousePos;
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float WheelingWindowTimer;
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// Item/widgets state and tracking information
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ImGuiID HoveredId; // Hovered widget
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@ -1058,6 +1061,8 @@ struct ImGuiContext
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HoveredWindow = NULL;
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HoveredRootWindow = NULL;
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MovingWindow = NULL;
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WheelingWindow = NULL;
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WheelingWindowTimer = 0.0f;
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HoveredId = 0;
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HoveredIdAllowOverlap = false;
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