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@ -3946,7 +3946,7 @@ 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(&io.MousePos))
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io.MousePos = g.MouseLastValidPos = ImFloor(io.MousePos);
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io.MousePos = g.MouseLastValidPos = ImFloorSigned(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(&io.MousePos) && IsMousePosValid(&io.MousePosPrev))
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@ -7732,12 +7732,15 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
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const ImGuiInputEvent* e = &g.InputEventsQueue[event_n];
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if (e->Type == ImGuiInputEventType_MousePos)
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{
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if (io.MousePos.x != e->MousePos.PosX || io.MousePos.y != e->MousePos.PosY)
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ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY);
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if (IsMousePosValid(&event_pos))
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event_pos = ImVec2(ImFloorSigned(event_pos.x), ImFloorSigned(event_pos.y)); // Apply same flooring as UpdateMouseInputs()
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if (io.MousePos.x != event_pos.x || io.MousePos.y != event_pos.y)
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{
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// Trickling Rule: Stop processing queued events if we already handled a mouse button change
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if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || key_mods_changed || text_inputed))
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break;
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io.MousePos = ImVec2(e->MousePos.PosX, e->MousePos.PosY);
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io.MousePos = event_pos;
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mouse_moved = true;
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}
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}
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