Scrolling: Further reduce unrelease mouse-wheel locked window timer + misc refactor (#2604, #3795, #4559)

The refactor are designed to minimize the diff for changes needed for #3795
This commit is contained in:
ocornut 2022-10-06 14:42:22 +02:00
parent dfa1bb0ac7
commit 8a44c31c95
2 changed files with 23 additions and 20 deletions

View File

@ -953,7 +953,7 @@ static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time
// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend)
static const float WINDOWS_HOVER_PADDING = 4.0f; // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow().
static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time.
static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 1.50f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 0.80f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
//-------------------------------------------------------------------------
// [SECTION] FORWARD DECLARATIONS
@ -4268,7 +4268,7 @@ static void ImGui::UpdateMouseInputs()
static void LockWheelingWindow(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
g.WheelingWindowTimer = window ? WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER : 0.0f;
g.WheelingWindowReleaseTimer = window ? WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER : 0.0f;
if (g.WheelingWindow == window)
return;
IMGUI_DEBUG_LOG_IO("LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL");
@ -4283,10 +4283,10 @@ void ImGui::UpdateMouseWheel()
// Reset the locked window if we move the mouse or after the timer elapses
if (g.WheelingWindow != NULL)
{
g.WheelingWindowTimer -= g.IO.DeltaTime;
g.WheelingWindowReleaseTimer -= g.IO.DeltaTime;
if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold)
g.WheelingWindowTimer = 0.0f;
if (g.WheelingWindowTimer <= 0.0f)
g.WheelingWindowReleaseTimer = 0.0f;
if (g.WheelingWindowReleaseTimer <= 0.0f)
LockWheelingWindow(NULL);
}
@ -4294,9 +4294,10 @@ void ImGui::UpdateMouseWheel()
const bool active_id_using_mouse_wheel_x = g.ActiveIdUsingKeyInputMask.TestBit(ImGuiKey_MouseWheelX);
const bool active_id_using_mouse_wheel_y = g.ActiveIdUsingKeyInputMask.TestBit(ImGuiKey_MouseWheelY);
float wheel_x = (!hovered_id_using_mouse_wheel && !active_id_using_mouse_wheel_x) ? g.IO.MouseWheelH : 0.0f;
float wheel_y = (!hovered_id_using_mouse_wheel && !active_id_using_mouse_wheel_y) ? g.IO.MouseWheel : 0;
if (wheel_x == 0.0f && wheel_y == 0.0f)
ImVec2 wheel;
wheel.x = (!hovered_id_using_mouse_wheel && !active_id_using_mouse_wheel_x) ? g.IO.MouseWheelH : 0.0f;
wheel.y = (!hovered_id_using_mouse_wheel && !active_id_using_mouse_wheel_y) ? g.IO.MouseWheel : 0;
if (wheel.x == 0.0f && wheel.y == 0.0f)
return;
//IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y);
@ -4306,7 +4307,7 @@ void ImGui::UpdateMouseWheel()
// Zoom / Scale window
// FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.
if (wheel_y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
{
LockWheelingWindow(mouse_window);
ImGuiWindow* window = mouse_window;
@ -4322,23 +4323,25 @@ void ImGui::UpdateMouseWheel()
}
return;
}
// Mouse wheel scrolling
// If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent
if (g.IO.KeyCtrl)
return;
// Mouse wheel scrolling
// 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)
const bool swap_axis = g.IO.KeyShift && !g.IO.ConfigMacOSXBehaviors;
if (swap_axis)
{
wheel_x = wheel_y;
wheel_y = 0.0f;
wheel.x = wheel.y;
wheel.y = 0.0f;
}
// Vertical Mouse Wheel scrolling
if (wheel_y != 0.0f)
// Bubble up into parent window if:
// - a child window doesn't allow any scrolling.
// - a child window doesn't need scrolling because it is already at the edge for the direction we are going in.
// - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag.
if (wheel.y != 0.0f)
{
ImGuiWindow* window = mouse_window;
while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))))
@ -4348,12 +4351,12 @@ void ImGui::UpdateMouseWheel()
LockWheelingWindow(mouse_window);
float max_step = window->InnerRect.GetHeight() * 0.67f;
float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step));
SetScrollY(window, window->Scroll.y - wheel_y * scroll_step);
SetScrollY(window, window->Scroll.y - wheel.y * scroll_step);
}
}
// Horizontal Mouse Wheel scrolling, or Vertical Mouse Wheel w/ Shift held
if (wheel_x != 0.0f)
if (wheel.x != 0.0f)
{
ImGuiWindow* window = mouse_window;
while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))))
@ -4363,7 +4366,7 @@ void ImGui::UpdateMouseWheel()
LockWheelingWindow(mouse_window);
float max_step = window->InnerRect.GetWidth() * 0.67f;
float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step));
SetScrollX(window, window->Scroll.x - wheel_x * scroll_step);
SetScrollX(window, window->Scroll.x - wheel.x * scroll_step);
}
}
}

View File

@ -1631,7 +1631,7 @@ struct ImGuiContext
ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow.
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.
ImVec2 WheelingWindowRefMousePos;
float WheelingWindowTimer;
float WheelingWindowReleaseTimer;
// Item/widgets state and tracking information
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]
@ -1885,7 +1885,7 @@ struct ImGuiContext
HoveredWindowUnderMovingWindow = NULL;
MovingWindow = NULL;
WheelingWindow = NULL;
WheelingWindowTimer = 0.0f;
WheelingWindowReleaseTimer = 0.0f;
DebugHookIdInfo = 0;
HoveredId = HoveredIdPreviousFrame = 0;