Scrolling: Mitigated issue where multi-axis mouse-wheel inputs (usually from touch pad events) are incorrectly locking scrolling in a parent window. (#4559, #3795, #2604)

This commit is contained in:
ocornut 2022-10-04 15:39:55 +02:00
parent 80a870a3e5
commit c7d3d22ae1
2 changed files with 11 additions and 5 deletions

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@ -105,6 +105,8 @@ Other Changes:
achieve certains things (e.g. some ways to implement suggestion popup #718, #4461). achieve certains things (e.g. some ways to implement suggestion popup #718, #4461).
- Scrolling: Tweak mouse-wheel locked window timer so it is shorter but also gets reset - Scrolling: Tweak mouse-wheel locked window timer so it is shorter but also gets reset
whenever scrolling again (#2604). whenever scrolling again (#2604).
- Scrolling: Mitigated issue where multi-axis mouse-wheel inputs (usually from touch pad
events) are incorrectly locking scrolling in a parent window. (#4559, #3795, #2604)
- InputText: added experimental io.ConfigInputTextEnterKeepActive feature to make pressing - InputText: added experimental io.ConfigInputTextEnterKeepActive feature to make pressing
Enter keep the input active and select all text. Enter keep the input active and select all text.
- InputText: numerical fields automatically accept full-width characters (U+FF01..U+FF5E) - InputText: numerical fields automatically accept full-width characters (U+FF01..U+FF5E)

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@ -4299,15 +4299,17 @@ void ImGui::UpdateMouseWheel()
if (wheel_x == 0.0f && wheel_y == 0.0f) if (wheel_x == 0.0f && wheel_y == 0.0f)
return; return;
ImGuiWindow* window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow; //IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y);
if (!window || window->Collapsed) ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow;
if (!mouse_window || mouse_window->Collapsed)
return; return;
// Zoom / Scale window // 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. // 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(window); LockWheelingWindow(mouse_window);
ImGuiWindow* window = mouse_window;
const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); 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; const float scale = new_font_scale / window->FontWindowScale;
window->FontWindowScale = new_font_scale; window->FontWindowScale = new_font_scale;
@ -4338,11 +4340,12 @@ void ImGui::UpdateMouseWheel()
// Vertical Mouse Wheel scrolling // Vertical Mouse Wheel scrolling
if (wheel_y != 0.0f) if (wheel_y != 0.0f)
{ {
LockWheelingWindow(window); ImGuiWindow* window = mouse_window;
while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))))
window = window->ParentWindow; window = window->ParentWindow;
if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
{ {
LockWheelingWindow(mouse_window);
float max_step = window->InnerRect.GetHeight() * 0.67f; float max_step = window->InnerRect.GetHeight() * 0.67f;
float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step)); 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);
@ -4352,11 +4355,12 @@ void ImGui::UpdateMouseWheel()
// Horizontal Mouse Wheel scrolling, or Vertical Mouse Wheel w/ Shift held // Horizontal Mouse Wheel scrolling, or Vertical Mouse Wheel w/ Shift held
if (wheel_x != 0.0f) if (wheel_x != 0.0f)
{ {
LockWheelingWindow(window); ImGuiWindow* window = mouse_window;
while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))))
window = window->ParentWindow; window = window->ParentWindow;
if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
{ {
LockWheelingWindow(mouse_window);
float max_step = window->InnerRect.GetWidth() * 0.67f; float max_step = window->InnerRect.GetWidth() * 0.67f;
float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step)); 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);