Viewport: Virtual mouse position are patched immediately when viewports are moved in the virtual space, avoiding interaction glitchs on a resizing frame. (#1542)

docking
omar 7 years ago
parent 0b7f3edc26
commit 38e357ef10

@ -3424,6 +3424,7 @@ static void ImGui::UpdateViewports()
// Destroy
if (viewport == viewport_ref) viewport_ref = NULL;
if (viewport == g.MousePosViewport) g.MousePosViewport = NULL;
if (viewport == g.MousePosPrevViewport) g.MousePosPrevViewport = NULL;
if (viewport == g.MouseHoveredPrevViewport) g.MouseHoveredPrevViewport = NULL;
IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL);
IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false);
@ -3690,6 +3691,7 @@ static void NewFrameUpdateMouseInputs()
g.IO.MouseClickedPos[i] = g.IO.MousePos;
g.IO.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f);
g.IO.MouseDragMaxDistanceSqr[i] = 0.0f;
g.MouseClickedPosViewportId[i] = g.MousePosViewport->ID;
}
else if (g.IO.MouseDown[i])
{
@ -4664,11 +4666,22 @@ static void ImGui::TranslateOrEraseViewports(int viewport_idx_min, int viewport_
continue;
TranslateWindowX(window, delta_x);
}
for (int n = viewport_idx_min; n < viewport_idx_max; n++)
{
ImGuiViewportP* viewport = g.Viewports[n];
viewport->Pos.x += delta_x;
viewport->Idx += delta_idx;
// Patch mouse positions immediately so mouse delta will not appears to jump around
ImGuiID viewport_id = viewport->ID;
if (viewport_id == g.IO.MousePosViewport) // We are early in NewFrame and g.MousePosViewport hasn't been set, patch the source.
g.IO.MousePos.x += delta_x;
if (viewport == g.MousePosPrevViewport)
g.IO.MousePosPrev.x += delta_x;
for (int mouse_n = 0; mouse_n < IM_ARRAYSIZE(g.MouseClickedPosViewportId); mouse_n++)
if (g.MouseClickedPosViewportId[mouse_n] == viewport_id)
g.IO.MouseClickedPos[mouse_n].x += delta_x;
}
}
@ -5277,7 +5290,8 @@ ImVec2 ImGui::GetMouseDragDelta(int button, float lock_threshold)
lock_threshold = g.IO.MouseDragThreshold;
if (g.IO.MouseDown[button])
if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)
return g.IO.MousePos - g.IO.MouseClickedPos[button]; // Assume we can only get active with left-mouse button (at the moment).
if (g.MousePosViewport->ID == g.MouseClickedPosViewportId[button])
return g.IO.MousePos - g.IO.MouseClickedPos[button]; // Assume we can only get active with left-mouse button (at the moment).
return ImVec2(0.0f, 0.0f);
}

@ -1865,6 +1865,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
else
ImGui::Text("Mouse pos: <INVALID>");
ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y);
ImGui::Text("Mouse down:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (io.MouseDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
ImGui::Text("Mouse clicked:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
ImGui::Text("Mouse dbl-clicked:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDoubleClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }

@ -643,6 +643,7 @@ struct ImGuiContext
ImGuiViewportP* MousePosViewport;
ImGuiViewportP* MousePosPrevViewport;
ImGuiViewportP* MouseHoveredPrevViewport;
ImGuiID MouseClickedPosViewportId[5]; // For rarely used fields we only compare to, store viewport ID only so we don't have to clean dangling pointers
// Navigation data (for gamepad/keyboard)
ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow'
@ -771,6 +772,7 @@ struct ImGuiContext
CurrentViewport = NULL;
MousePosViewport = NULL;
MousePosPrevViewport = MouseHoveredPrevViewport = NULL;
memset(MouseClickedPosViewportId, 0, sizeof(MouseClickedPosViewportId));
NavWindow = NULL;
NavId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0;

Loading…
Cancel
Save