Fix `Ui::scroll_with_delta` only scrolling if the `ScrollArea` is focused (#4303)
<!-- Please read the "Making a PR" section of [`CONTRIBUTING.md`](https://github.com/emilk/egui/blob/master/CONTRIBUTING.md) before opening a Pull Request! * Keep your PR:s small and focused. * The PR title is what ends up in the changelog, so make it descriptive! * If applicable, add a screenshot or gif. * If it is a non-trivial addition, consider adding a demo for it to `egui_demo_lib`, or a new example. * Do NOT open PR:s from your `master` branch, as that makes it hard for maintainers to add commits to your PR. * Remember to run `cargo fmt` and `cargo cranky`. * Open the PR as a draft until you have self-reviewed it and run `./scripts/check.sh`. * When you have addressed a PR comment, mark it as resolved. Please be patient! I will review your PR, but my time is limited! --> This introduces the boolean field force_current_scroll_area to InputState which will be set when scroll_with_delta is called, causing the ScrollArea to skip the check whether it is focused and always consume the smooth scroll delta. * Closes #2783 * Related to #4295 --------- Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
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@ -783,7 +783,14 @@ impl Prepared {
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let content_size = content_ui.min_size();
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let scroll_delta = content_ui
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.ctx()
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.frame_state_mut(|state| std::mem::take(&mut state.scroll_delta));
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for d in 0..2 {
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// FrameState::scroll_delta is inverted from the way we apply the delta, so we need to negate it.
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let mut delta = -scroll_delta[d];
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// We always take both scroll targets regardless of which scroll axes are enabled. This
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// is to avoid them leaking to other scroll areas.
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let scroll_target = content_ui
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@ -791,7 +798,7 @@ impl Prepared {
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.frame_state_mut(|state| state.scroll_target[d].take());
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if scroll_enabled[d] {
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if let Some((target_range, align)) = scroll_target {
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delta += if let Some((target_range, align)) = scroll_target {
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let min = content_ui.min_rect().min[d];
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let clip_rect = content_ui.clip_rect();
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let visible_range = min..=min + clip_rect.size()[d];
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@ -800,7 +807,7 @@ impl Prepared {
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let clip_end = clip_rect.max[d];
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let mut spacing = ui.spacing().item_spacing[d];
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let delta = if let Some(align) = align {
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if let Some(align) = align {
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let center_factor = align.to_factor();
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let offset =
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@ -817,31 +824,32 @@ impl Prepared {
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} else {
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// Ui is already in view, no need to adjust scroll.
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0.0
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};
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if delta != 0.0 {
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let target_offset = state.offset[d] + delta;
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if !animated {
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state.offset[d] = target_offset;
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} else if let Some(animation) = &mut state.offset_target[d] {
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// For instance: the user is continuously calling `ui.scroll_to_cursor`,
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// so we don't want to reset the animation, but perhaps update the target:
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animation.target_offset = target_offset;
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} else {
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// The further we scroll, the more time we take.
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// TODO(emilk): let users configure this in `Style`.
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let now = ui.input(|i| i.time);
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let points_per_second = 1000.0;
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let animation_duration =
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(delta.abs() / points_per_second).clamp(0.1, 0.3);
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state.offset_target[d] = Some(ScrollTarget {
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animation_time_span: (now, now + animation_duration as f64),
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target_offset,
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});
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}
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ui.ctx().request_repaint();
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}
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} else {
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0.0
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};
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if delta != 0.0 {
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let target_offset = state.offset[d] + delta;
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if !animated {
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state.offset[d] = target_offset;
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} else if let Some(animation) = &mut state.offset_target[d] {
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// For instance: the user is continuously calling `ui.scroll_to_cursor`,
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// so we don't want to reset the animation, but perhaps update the target:
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animation.target_offset = target_offset;
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} else {
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// The further we scroll, the more time we take.
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// TODO(emilk): let users configure this in `Style`.
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let now = ui.input(|i| i.time);
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let points_per_second = 1000.0;
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let animation_duration = (delta.abs() / points_per_second).clamp(0.1, 0.3);
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state.offset_target[d] = Some(ScrollTarget {
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animation_time_span: (now, now + animation_duration as f64),
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target_offset,
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});
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}
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ui.ctx().request_repaint();
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}
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}
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}
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@ -38,9 +38,20 @@ pub(crate) struct FrameState {
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/// Initialized to `None` at the start of each frame.
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pub(crate) tooltip_state: Option<TooltipFrameState>,
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/// horizontal, vertical
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/// The current scroll area should scroll to this range (horizontal, vertical).
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pub(crate) scroll_target: [Option<(Rangef, Option<Align>)>; 2],
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/// The current scroll area should scroll by this much.
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///
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/// The delta dictates how the _content_ should move.
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///
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/// A positive X-value indicates the content is being moved right,
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/// as when swiping right on a touch-screen or track-pad with natural scrolling.
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///
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/// A positive Y-value indicates the content is being moved down,
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/// as when swiping down on a touch-screen or track-pad with natural scrolling.
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pub(crate) scroll_delta: Vec2,
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#[cfg(feature = "accesskit")]
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pub(crate) accesskit_state: Option<AccessKitFrameState>,
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@ -63,6 +74,7 @@ impl Default for FrameState {
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used_by_panels: Rect::NAN,
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tooltip_state: None,
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scroll_target: [None, None],
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scroll_delta: Vec2::default(),
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#[cfg(feature = "accesskit")]
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accesskit_state: None,
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highlight_this_frame: Default::default(),
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@ -84,6 +96,7 @@ impl FrameState {
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used_by_panels,
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tooltip_state,
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scroll_target,
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scroll_delta,
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#[cfg(feature = "accesskit")]
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accesskit_state,
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highlight_this_frame,
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@ -99,6 +112,7 @@ impl FrameState {
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*used_by_panels = Rect::NOTHING;
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*tooltip_state = None;
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*scroll_target = [None, None];
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*scroll_delta = Vec2::default();
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#[cfg(debug_assertions)]
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{
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@ -1075,6 +1075,8 @@ impl Ui {
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/// A positive Y-value indicates the content is being moved down,
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/// as when swiping down on a touch-screen or track-pad with natural scrolling.
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///
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/// If this is called multiple times per frame for the same [`ScrollArea`], the deltas will be summed.
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///
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/// /// See also: [`Response::scroll_to_me`], [`Ui::scroll_to_rect`], [`Ui::scroll_to_cursor`]
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///
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/// ```
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@ -1093,8 +1095,9 @@ impl Ui {
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/// # });
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/// ```
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pub fn scroll_with_delta(&self, delta: Vec2) {
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self.ctx()
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.input_mut(|input| input.smooth_scroll_delta += delta);
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self.ctx().frame_state_mut(|state| {
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state.scroll_delta += delta;
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});
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}
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}
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@ -236,6 +236,7 @@ struct ScrollTo {
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track_item: usize,
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tack_item_align: Option<Align>,
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offset: f32,
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delta: f32,
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}
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impl Default for ScrollTo {
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@ -244,6 +245,7 @@ impl Default for ScrollTo {
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track_item: 25,
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tack_item_align: Some(Align::Center),
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offset: 0.0,
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delta: 64.0,
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}
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}
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}
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@ -258,6 +260,7 @@ impl super::View for ScrollTo {
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let mut go_to_scroll_offset = false;
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let mut scroll_top = false;
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let mut scroll_bottom = false;
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let mut scroll_delta = None;
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ui.horizontal(|ui| {
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ui.label("Scroll to a specific item index:");
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@ -294,6 +297,20 @@ impl super::View for ScrollTo {
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scroll_bottom |= ui.button("Scroll to bottom").clicked();
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});
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ui.horizontal(|ui| {
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ui.label("Scroll by");
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DragValue::new(&mut self.delta)
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.speed(1.0)
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.suffix("px")
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.ui(ui);
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if ui.button("⬇").clicked() {
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scroll_delta = Some(self.delta * Vec2::UP); // scroll down (move contents up)
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}
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if ui.button("⬆").clicked() {
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scroll_delta = Some(self.delta * Vec2::DOWN); // scroll up (move contents down)
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}
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});
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let mut scroll_area = ScrollArea::vertical().max_height(200.0).auto_shrink(false);
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if go_to_scroll_offset {
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scroll_area = scroll_area.vertical_scroll_offset(self.offset);
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@ -305,6 +322,10 @@ impl super::View for ScrollTo {
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if scroll_top {
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ui.scroll_to_cursor(Some(Align::TOP));
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}
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if let Some(scroll_delta) = scroll_delta {
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ui.scroll_with_delta(scroll_delta);
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}
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ui.vertical(|ui| {
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for item in 1..=num_items {
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if track_item && item == self.track_item {
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