Internals: Extracted part of NewFrame() into a UpdateMouseWheel() function.

This commit is contained in:
omar 2018-07-22 18:57:28 +02:00
parent 4ebd442a24
commit 4b8ce24e46

View File

@ -893,6 +893,7 @@ static void NavUpdateWindowingList();
static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id); static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id);
static void UpdateMouseInputs(); static void UpdateMouseInputs();
static void UpdateMouseWheel();
static void UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]); static void UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]);
static void FocusFrontMostActiveWindow(ImGuiWindow* ignore_window); static void FocusFrontMostActiveWindow(ImGuiWindow* ignore_window);
@ -3696,6 +3697,52 @@ static void ImGui::UpdateMouseInputs()
} }
} }
void ImGui::UpdateMouseWheel()
{
ImGuiContext& g = *GImGui;
if (!g.HoveredWindow || g.HoveredWindow->Collapsed)
return;
if (g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f)
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* scroll_window = window;
while ((scroll_window->Flags & ImGuiWindowFlags_ChildWindow) && (scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoScrollbar) && !(scroll_window->Flags & ImGuiWindowFlags_NoInputs) && scroll_window->ParentWindow)
scroll_window = scroll_window->ParentWindow;
const bool scroll_allowed = !(scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoInputs);
if (g.IO.MouseWheel != 0.0f)
{
if (g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
{
// 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;
window->Pos += offset;
window->Size *= scale;
window->SizeFull *= scale;
}
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);
}
}
if (g.IO.MouseWheelH != 0.0f && scroll_allowed)
{
// Mouse wheel horizontal scrolling (for hardware that supports it)
float scroll_amount = scroll_window->CalcFontSize();
if (!g.IO.KeyCtrl && !(window->Flags & ImGuiWindowFlags_NoScrollWithMouse))
SetWindowScrollX(window, window->Scroll.x - g.IO.MouseWheelH * scroll_amount);
}
}
// 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) // 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)
void ImGui::UpdateHoveredWindowAndCaptureFlags() void ImGui::UpdateHoveredWindowAndCaptureFlags()
{ {
@ -3887,45 +3934,7 @@ void ImGui::NewFrame()
g.PlatformImePos = ImVec2(1.0f, 1.0f); // OS Input Method Editor showing on top-left of our window by default g.PlatformImePos = ImVec2(1.0f, 1.0f); // OS Input Method Editor showing on top-left of our window by default
// Mouse wheel scrolling, scale // Mouse wheel scrolling, scale
if (g.HoveredWindow && !g.HoveredWindow->Collapsed && (g.IO.MouseWheel != 0.0f || g.IO.MouseWheelH != 0.0f)) UpdateMouseWheel();
{
// 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* scroll_window = window;
while ((scroll_window->Flags & ImGuiWindowFlags_ChildWindow) && (scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoScrollbar) && !(scroll_window->Flags & ImGuiWindowFlags_NoInputs) && scroll_window->ParentWindow)
scroll_window = scroll_window->ParentWindow;
const bool scroll_allowed = !(scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoInputs);
if (g.IO.MouseWheel != 0.0f)
{
if (g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
{
// 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;
window->Pos += offset;
window->Size *= scale;
window->SizeFull *= scale;
}
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);
}
}
if (g.IO.MouseWheelH != 0.0f && scroll_allowed)
{
// Mouse wheel horizontal scrolling (for hardware that supports it)
float scroll_amount = scroll_window->CalcFontSize();
if (!g.IO.KeyCtrl && !(window->Flags & ImGuiWindowFlags_NoScrollWithMouse))
SetWindowScrollX(window, window->Scroll.x - g.IO.MouseWheelH * scroll_amount);
}
}
// Pressing TAB activate widget focus // Pressing TAB activate widget focus
if (g.ActiveId == 0 && g.NavWindow != NULL && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab, false)) if (g.ActiveId == 0 && g.NavWindow != NULL && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab, false))