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Nav: Fixed an assert in certain circumstance (mostly when using popups) when mouse positions stop being valid. (#2168) + adding a else block to make NavCalcPreferredRefPos() more explicit.
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@ -46,6 +46,7 @@ Other Changes:
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accidental alteration of window position. We now round the provided size. (#2067)
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- Nav, Focus: Fixed ImGuiWindowFlags_NoBringToFrontOnFocus windows not being restoring focus
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properly after the main menu bar or last focused window is deactivated.
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- Nav: Fixed an assert in certain circumstance (mostly when using popups) when mouse positions stop being valid. (#2168)
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- DragFloat: Fixed a situation where dragging with value rounding enabled or with a power curve
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erroneously wrapped the value to one of the min/max edge. (#2024, #708, #320, #2075).
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- DragFloat: Disabled using power curve when one edge is FLT_MAX (broken in 1.61). (#2024)
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17
imgui.cpp
17
imgui.cpp
@ -2966,7 +2966,7 @@ static void ImGui::UpdateMouseInputs()
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// Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)
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if (IsMousePosValid(&g.IO.MousePos))
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g.IO.MousePos = ImFloor(g.IO.MousePos);
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g.IO.MousePos = g.LastValidMousePos = ImFloor(g.IO.MousePos);
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// If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
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if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MousePosPrev))
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@ -6415,8 +6415,8 @@ void ImGui::OpenPopupEx(ImGuiID id)
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popup_ref.ParentWindow = parent_window;
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popup_ref.OpenFrameCount = g.FrameCount;
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popup_ref.OpenParentId = parent_window->IDStack.back();
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popup_ref.OpenMousePos = g.IO.MousePos;
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popup_ref.OpenPopupPos = NavCalcPreferredRefPos();
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popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos;
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//printf("[%05d] OpenPopupEx(0x%08X)\n", g.FrameCount, id);
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if (g.OpenPopupStack.Size < current_stack_size + 1)
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@ -7093,14 +7093,21 @@ static ImVec2 ImGui::NavCalcPreferredRefPos()
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{
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ImGuiContext& g = *GImGui;
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if (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow)
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return ImFloor(g.IO.MousePos);
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// When navigation is active and mouse is disabled, decide on an arbitrary position around the bottom left of the currently navigated item
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{
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// Mouse (we need a fallback in case the mouse becomes invalid after being used)
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if (IsMousePosValid(&g.IO.MousePos))
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return g.IO.MousePos;
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return g.LastValidMousePos;
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}
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else
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{
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// When navigation is active and mouse is disabled, decide on an arbitrary position around the bottom left of the currently navigated item.
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const ImRect& rect_rel = g.NavWindow->NavRectRel[g.NavLayer];
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ImVec2 pos = g.NavWindow->Pos + ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight()));
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ImRect visible_rect = GetViewportRect();
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return ImFloor(ImClamp(pos, visible_rect.Min, visible_rect.Max)); // ImFloor() is important because non-integer mouse position application in back-end might be lossy and result in undesirable non-zero delta.
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}
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}
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float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode)
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{
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@ -687,6 +687,7 @@ struct ImGuiContext
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ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard)
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ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation.
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float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation.
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ImVec2 LastValidMousePos;
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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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ImVector<ImGuiColorMod> ColorModifiers; // Stack for PushStyleColor()/PopStyleColor()
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ImVector<ImGuiStyleMod> StyleModifiers; // Stack for PushStyleVar()/PopStyleVar()
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@ -833,6 +834,7 @@ struct ImGuiContext
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ActiveIdSource = ImGuiInputSource_None;
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LastActiveId = 0;
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LastActiveIdTimer = 0.0f;
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LastValidMousePos = ImVec2(0.0f, 0.0f);
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MovingWindow = NULL;
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NextTreeNodeOpenVal = false;
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NextTreeNodeOpenCond = 0;
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