Inputs, IO: record MouseWheelRequestAxisSwap information. Apply in UpdateMouseWheel() before legacy ctrl+wheel.

This commit is contained in:
ocornut 2023-03-29 17:06:44 +02:00
parent a38e3c222f
commit 84fd0c7ff4
2 changed files with 12 additions and 10 deletions

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@ -8436,6 +8436,13 @@ static void ImGui::UpdateMouseInputs()
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
ImGuiIO& io = g.IO; ImGuiIO& io = g.IO;
// Mouse Wheel swapping flag
// As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead
// - We avoid doing it on OSX as it the OS input layer handles this already.
// - FIXME: However this means when running on OSX over Emscripten, Shift+WheelY will incur two swapping (1 in OS, 1 here), canceling the feature.
// - FIXME: When we can distinguish e.g. touchpad scroll events from mouse ones, we'll set this accordingly based on input source.
io.MouseWheelRequestAxisSwap = io.KeyShift && !io.ConfigMacOSXBehaviors;
// Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well) // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)
if (IsMousePosValid(&io.MousePos)) if (IsMousePosValid(&io.MousePos))
io.MousePos = g.MouseLastValidPos = ImFloorSigned(io.MousePos); io.MousePos = g.MouseLastValidPos = ImFloorSigned(io.MousePos);
@ -8596,15 +8603,9 @@ void ImGui::UpdateMouseWheel()
return; return;
// Mouse wheel scrolling // Mouse wheel scrolling
// As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead // Read about io.MouseWheelRequestAxisSwap and its issue on Mac+Emscripten in UpdateMouseInputs()
// - We avoid doing it on OSX as it the OS input layer handles this already. if (g.IO.MouseWheelRequestAxisSwap)
// - However this means when running on OSX over Emcripten, Shift+WheelY will incur two swappings (1 in OS, 1 here), cancelling the feature. wheel = ImVec2(wheel.y, 0.0f);
const bool swap_axis = g.IO.KeyShift && !g.IO.ConfigMacOSXBehaviors;
if (swap_axis)
{
wheel.x = wheel.y;
wheel.y = 0.0f;
}
// Maintain a rough average of moving magnitude on both axises // Maintain a rough average of moving magnitude on both axises
// FIXME: should by based on wall clock time rather than frame-counter // FIXME: should by based on wall clock time rather than frame-counter

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@ -23,7 +23,7 @@
// Library Version // Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345') // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345')
#define IMGUI_VERSION "1.89.5 WIP" #define IMGUI_VERSION "1.89.5 WIP"
#define IMGUI_VERSION_NUM 18945 #define IMGUI_VERSION_NUM 18946
#define IMGUI_HAS_TABLE #define IMGUI_HAS_TABLE
/* /*
@ -2054,6 +2054,7 @@ struct ImGuiIO
bool MouseReleased[5]; // Mouse button went from Down to !Down bool MouseReleased[5]; // Mouse button went from Down to !Down
bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds. bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds.
bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window. bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window.
bool MouseWheelRequestAxisSwap; // On a non-Mac system, holding SHIFT requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system.
float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
float MouseDownDurationPrev[5]; // Previous time the mouse button has been down float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds) float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)