Fix clickable widgets blocking scrolling on touch screens (#3815)
Currently, when you try dragging a ScrollArea and start over a button, the button blocks the ScrollArea from receiving the drag event. This PR updates layer_rects_this_frame and layer_rects_prev_frame to include the Sense and will use it to check if the previous layer has a sense that would be a conflict. <details><summary>Videos</summary> <p> (In both videos I'm clicking and dragging) Before: https://github.com/emilk/egui/assets/8009393/83cc5a8a-2283-46d6-9337-164e1289f701 After (I modified the WidgetGallery to be scrollable, as you can see you can now scroll over buttons and dragging the slider still blocks the scroll): https://github.com/emilk/egui/assets/8009393/be634cf8-3af2-4520-ba1c-bb8bfcc82997 Scrolling in the sidebar also works now: https://github.com/emilk/egui/assets/8009393/d4309bec-22e1-4fb4-a425-7b029237849b </p> </details> --------- Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
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@ -112,6 +112,14 @@ impl ContextImpl {
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// ----------------------------------------------------------------------------
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/// Used to store each widgets [Id], [Rect] and [Sense] each frame.
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/// Used to check for overlaps between widgets when handling events.
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struct WidgetRect {
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id: Id,
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rect: Rect,
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sense: Sense,
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}
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/// State stored per viewport
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#[derive(Default)]
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struct ViewportState {
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@ -138,10 +146,10 @@ struct ViewportState {
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used: bool,
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/// Written to during the frame.
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layer_rects_this_frame: HashMap<LayerId, Vec<(Id, Rect)>>,
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layer_rects_this_frame: HashMap<LayerId, Vec<WidgetRect>>,
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/// Read
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layer_rects_prev_frame: HashMap<LayerId, Vec<(Id, Rect)>>,
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layer_rects_prev_frame: HashMap<LayerId, Vec<WidgetRect>>,
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/// State related to repaint scheduling.
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repaint: ViewportRepaintInfo,
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@ -865,17 +873,29 @@ impl Context {
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.layer_rects_this_frame
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.entry(layer_id)
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.or_default()
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.push((id, interact_rect));
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.push(WidgetRect {
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id,
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rect: interact_rect,
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sense,
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});
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if hovered {
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let pointer_pos = viewport.input.pointer.interact_pos();
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if let Some(pointer_pos) = pointer_pos {
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if let Some(rects) = viewport.layer_rects_prev_frame.get(&layer_id) {
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for &(prev_id, prev_rect) in rects.iter().rev() {
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for &WidgetRect {
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id: prev_id,
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rect: prev_rect,
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sense: prev_sense,
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} in rects.iter().rev()
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{
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if prev_id == id {
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break; // there is no other interactive widget covering us at the pointer position.
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}
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if prev_rect.contains(pointer_pos) {
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// We don't want a click-only button to block drag-events to a `ScrollArea`:
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let has_conflicting_sense = (prev_sense.click && sense.click)
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|| (prev_sense.drag && sense.drag);
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if prev_rect.contains(pointer_pos) && has_conflicting_sense {
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// Another interactive widget is covering us at the pointer position,
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// so we aren't hovered.
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