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Viewport: Virtual mouse position are patched immediately when viewports are moved in the virtual space, avoiding interaction glitchs on a resizing frame. (#1542)
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parent
0b7f3edc26
commit
38e357ef10
16
imgui.cpp
16
imgui.cpp
@ -3424,6 +3424,7 @@ static void ImGui::UpdateViewports()
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// Destroy
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if (viewport == viewport_ref) viewport_ref = NULL;
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if (viewport == g.MousePosViewport) g.MousePosViewport = NULL;
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if (viewport == g.MousePosPrevViewport) g.MousePosPrevViewport = NULL;
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if (viewport == g.MouseHoveredPrevViewport) g.MouseHoveredPrevViewport = NULL;
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IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL);
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IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false);
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@ -3690,6 +3691,7 @@ static void NewFrameUpdateMouseInputs()
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g.IO.MouseClickedPos[i] = g.IO.MousePos;
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g.IO.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f);
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g.IO.MouseDragMaxDistanceSqr[i] = 0.0f;
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g.MouseClickedPosViewportId[i] = g.MousePosViewport->ID;
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}
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else if (g.IO.MouseDown[i])
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{
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@ -4664,11 +4666,22 @@ static void ImGui::TranslateOrEraseViewports(int viewport_idx_min, int viewport_
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continue;
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TranslateWindowX(window, delta_x);
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}
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for (int n = viewport_idx_min; n < viewport_idx_max; n++)
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{
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ImGuiViewportP* viewport = g.Viewports[n];
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viewport->Pos.x += delta_x;
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viewport->Idx += delta_idx;
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// Patch mouse positions immediately so mouse delta will not appears to jump around
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ImGuiID viewport_id = viewport->ID;
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if (viewport_id == g.IO.MousePosViewport) // We are early in NewFrame and g.MousePosViewport hasn't been set, patch the source.
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g.IO.MousePos.x += delta_x;
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if (viewport == g.MousePosPrevViewport)
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g.IO.MousePosPrev.x += delta_x;
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for (int mouse_n = 0; mouse_n < IM_ARRAYSIZE(g.MouseClickedPosViewportId); mouse_n++)
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if (g.MouseClickedPosViewportId[mouse_n] == viewport_id)
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g.IO.MouseClickedPos[mouse_n].x += delta_x;
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}
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}
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@ -5277,7 +5290,8 @@ ImVec2 ImGui::GetMouseDragDelta(int button, float lock_threshold)
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lock_threshold = g.IO.MouseDragThreshold;
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if (g.IO.MouseDown[button])
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if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)
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return g.IO.MousePos - g.IO.MouseClickedPos[button]; // Assume we can only get active with left-mouse button (at the moment).
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if (g.MousePosViewport->ID == g.MouseClickedPosViewportId[button])
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return g.IO.MousePos - g.IO.MouseClickedPos[button]; // Assume we can only get active with left-mouse button (at the moment).
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return ImVec2(0.0f, 0.0f);
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}
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@ -1865,6 +1865,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
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ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
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else
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ImGui::Text("Mouse pos: <INVALID>");
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ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y);
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ImGui::Text("Mouse down:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (io.MouseDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
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ImGui::Text("Mouse clicked:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
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ImGui::Text("Mouse dbl-clicked:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDoubleClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
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@ -643,6 +643,7 @@ struct ImGuiContext
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ImGuiViewportP* MousePosViewport;
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ImGuiViewportP* MousePosPrevViewport;
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ImGuiViewportP* MouseHoveredPrevViewport;
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ImGuiID MouseClickedPosViewportId[5]; // For rarely used fields we only compare to, store viewport ID only so we don't have to clean dangling pointers
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// Navigation data (for gamepad/keyboard)
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ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow'
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@ -771,6 +772,7 @@ struct ImGuiContext
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CurrentViewport = NULL;
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MousePosViewport = NULL;
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MousePosPrevViewport = MouseHoveredPrevViewport = NULL;
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memset(MouseClickedPosViewportId, 0, sizeof(MouseClickedPosViewportId));
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NavWindow = NULL;
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NavId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0;
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