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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)
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@ -105,6 +105,8 @@ Other Changes:
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achieve certains things (e.g. some ways to implement suggestion popup #718, #4461).
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- Scrolling: Tweak mouse-wheel locked window timer so it is shorter but also gets reset
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whenever scrolling again (#2604).
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- Scrolling: Mitigated issue where multi-axis mouse-wheel inputs (usually from touch pad
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events) are incorrectly locking scrolling in a parent window. (#4559, #3795, #2604)
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- InputText: added experimental io.ConfigInputTextEnterKeepActive feature to make pressing
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Enter keep the input active and select all text.
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- InputText: numerical fields automatically accept full-width characters (U+FF01..U+FF5E)
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14
imgui.cpp
14
imgui.cpp
@ -4299,15 +4299,17 @@ void ImGui::UpdateMouseWheel()
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if (wheel_x == 0.0f && wheel_y == 0.0f)
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return;
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ImGuiWindow* window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow;
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if (!window || window->Collapsed)
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//IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y);
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ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow;
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if (!mouse_window || mouse_window->Collapsed)
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return;
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// Zoom / Scale window
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// FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.
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if (wheel_y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
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{
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LockWheelingWindow(window);
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LockWheelingWindow(mouse_window);
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ImGuiWindow* window = mouse_window;
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const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
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const float scale = new_font_scale / window->FontWindowScale;
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window->FontWindowScale = new_font_scale;
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@ -4338,11 +4340,12 @@ void ImGui::UpdateMouseWheel()
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// Vertical Mouse Wheel scrolling
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if (wheel_y != 0.0f)
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{
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LockWheelingWindow(window);
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ImGuiWindow* window = mouse_window;
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while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))))
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window = window->ParentWindow;
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if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
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{
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LockWheelingWindow(mouse_window);
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float max_step = window->InnerRect.GetHeight() * 0.67f;
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float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step));
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SetScrollY(window, window->Scroll.y - wheel_y * scroll_step);
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@ -4352,11 +4355,12 @@ void ImGui::UpdateMouseWheel()
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// Horizontal Mouse Wheel scrolling, or Vertical Mouse Wheel w/ Shift held
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if (wheel_x != 0.0f)
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{
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LockWheelingWindow(window);
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ImGuiWindow* window = mouse_window;
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while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))))
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window = window->ParentWindow;
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if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
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{
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LockWheelingWindow(mouse_window);
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float max_step = window->InnerRect.GetWidth() * 0.67f;
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float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step));
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SetScrollX(window, window->Scroll.x - wheel_x * scroll_step);
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