Merge pull request #4313 from Hassan1305/fix-4283-wheel-animated-zoom

Fix #4283: a wheel notch zooms at once without Animated Zoom
This commit is contained in:
BFlat
2026-10-29 19:10:49 +07:00
committed by GitHub
3 changed files with 82 additions and 11 deletions
+2 -1
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@@ -170,11 +170,12 @@ fn wheel_view(
) -> (egui::PointerState, egui::Modifiers, bool, Option<Pos2>) {
let line = ui.ctx().options(|o| o.input_options.line_scroll_speed);
let wheel_zooms = app.session.prefs.zoom_with_mouse_wheel;
let animate = animated_zoom(&app.session.prefs);
let turn_id = egui::Id::unique("canvas-wheel-turn");
let turn_before: WheelTurn = ui.data(|d| d.get_temp(turn_id)).unwrap_or_default();
let mut turn = turn_before;
let (pointer, m, space, (factor, scroll)) =
ui.input(|i| (i.pointer.clone(), i.modifiers, i.key_down(egui::Key::Space), wheel(i, wheel_zooms, line, rect.height(), &mut turn)));
ui.input(|i| (i.pointer.clone(), i.modifiers, i.key_down(egui::Key::Space), wheel(i, wheel_zooms, animate, line, rect.height(), &mut turn)));
if turn != turn_before {
ui.data_mut(|d| d.insert_temp(turn_id, turn));
}
+54
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@@ -3929,6 +3929,60 @@ fn wheel_notches_zoom_in_a_glide() {
assert_eq!(app.view().unwrap().zoom / before, done, "and it stops");
}
/// #4283: with Performance › Animated Zoom off, or on without GPU Performance (which it needs), a
/// wheel notch zooms the whole step on the frame it arrives, both the plain wheel with Zoom with
/// Mouse Wheel and Alt-wheel without it.
#[test]
fn wheel_notches_zoom_at_once_without_animated_zoom() {
let mut app = VectorcraftApp::new(Session::new(), Default::default());
app.session.execute("file.new", &json!({"width": 400, "height": 300})).unwrap();
let ctx = egui::Context::default();
let run = |app: &mut VectorcraftApp| {
let mut raw = egui::RawInput { screen_rect: Some(egui::Rect::from_min_size(Pos2::ZERO, vec2(800.0, 600.0))), ..Default::default() };
app.raw_input_hook(&ctx, &mut raw);
let mut out = ctx.run_ui(raw, |ui| show(app, ui));
out.textures_delta.clear();
};
run(&mut app);
let at = app.canvas_rect.unwrap().center();
for (animated, gpu, wheel_zooms, alt) in
[(false, true, true, false), (false, true, false, true), (true, false, true, false), (true, false, false, true)]
{
app.session.execute("prefs.set", &json!({"key": "animatedZoom", "value": animated})).unwrap();
app.session.execute("prefs.set", &json!({"key": "gpuPerformance", "value": gpu})).unwrap();
app.session.execute("prefs.set", &json!({"key": "zoomWithMouseWheel", "value": wheel_zooms})).unwrap();
// Any glide or spread scroll a case before left behind dies down first.
for _ in 0..30 {
run(&mut app);
}
let before = app.view().unwrap().zoom;
crate::tests_synthetic::control(&mut app, &ctx, "ui.wheel", json!({"x": at.x, "y": at.y, "dy": 1, "alt": alt}));
// One line notch's whole zoom.
let expected = ctx.options(|o| f64::from(o.input_options.line_scroll_speed) * 0.01).exp();
// The first frame the zoom moves (the event may land a frame later).
let mut first = 1.0;
for _ in 0..3 {
run(&mut app);
first = app.view().unwrap().zoom / before;
if first != 1.0 {
break;
}
}
assert!(
(first - expected).abs() < 1e-9,
"the whole notch arrives at once (animated {animated}, gpu {gpu}, wheel zooms {wheel_zooms}, alt {alt}: expected {expected}, got {first})"
);
for _ in 0..30 {
run(&mut app);
}
let done = app.view().unwrap().zoom / before;
assert!(
(done - first).abs() < 1e-9,
"all of it on the first frame (animated {animated}, gpu {gpu}, wheel zooms {wheel_zooms}, alt {alt}: {first} then {done})"
);
}
}
/// In each frame where a wheel scroll moves the view, the hover point (read by the rulers'
/// pointer marks, the Info panel, the hover highlight and the tool cursor) is the document point
/// under the pointer in the view the canvas draws in that frame.
+26 -10
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@@ -64,7 +64,8 @@ pub(super) const HOLD_DELAY: f32 = 0.3;
pub(super) const HOLD_ZOOM: f64 = std::f64::consts::LN_2;
/// Performance › Animated Zoom, which needs GPU Performance as in Illustrator: the Zoom tool zooms
/// as it is dragged sideways or held, instead of zooming to the area dragged across.
/// as it is dragged sideways or held, instead of zooming to the area dragged across, and a wheel
/// notch's zoom glides in ([`wheel`]).
pub(crate) fn animated_zoom(p: &vectorcraft_engine::Prefs) -> bool {
p.animated_zoom && p.gpu_performance
}
@@ -336,11 +337,19 @@ struct ThumbDrag {
/// a zoom factor (about the pointer) and a scroll (screen points the content moves). The wheel scrolls, Cmd- and Alt-wheel (Option
/// on the Mac) zoom. With General › Zoom with Mouse Wheel (`wheel_zooms`) the wheel and Alt-wheel
/// zoom, Shift-wheel scrolls up and down and Cmd/Ctrl-wheel sideways. `line` and `page`: points
/// per wheel line and page. `turn`: kept by the caller across frames. A mouse wheel's notches zoom
/// in a glide over a few frames, as scrolling does (#888); a trackpad's fine steps at once.
pub(super) fn wheel(i: &egui::InputState, wheel_zooms: bool, line: f32, page: f32, turn: &mut WheelTurn) -> (f64, egui::Vec2) {
/// per wheel line and page. `turn`: kept by the caller across frames. With Performance › Animated
/// Zoom (`animate`) a mouse wheel's notches zoom in a glide over a few frames, as scrolling does
/// (#888); off, each notch zooms on the frame it arrives (#4283). A trackpad's fine steps zoom at
/// once either way.
pub(super) fn wheel(i: &egui::InputState, wheel_zooms: bool, animate: bool, line: f32, page: f32, turn: &mut WheelTurn) -> (f64, egui::Vec2) {
// Fingers on a touch screen pan the content with them (a trackpad sends scrolls instead).
let pan = i.multi_touch().map_or(egui::Vec2::ZERO, |t| t.translation_delta);
// A wheel event's motion in points.
let points = |unit: &egui::MouseWheelUnit, delta: egui::Vec2| match unit {
egui::MouseWheelUnit::Point => delta,
egui::MouseWheelUnit::Line => delta * line,
egui::MouseWheelUnit::Page => delta * page,
};
if !wheel_zooms {
// egui makes Cmd-wheel (and a pinch) its zoom and the rest a scroll it spreads over a few
// frames: the rest of an Alt-wheel turn zooms too, however soon Alt is let go.
@@ -348,6 +357,17 @@ pub(super) fn wheel(i: &egui::InputState, wheel_zooms: bool, line: f32, page: f3
turn.alt = m.alt && !m.command;
}
let (zoom, scroll) = (f64::from(i.zoom_delta()), i.smooth_scroll_delta);
if turn.alt && !animate {
// Without Animated Zoom, Alt-wheel zooms by the wheel events themselves, on the frame
// they arrive; the rest of egui's spread scroll is dropped.
let d: f32 = i
.events
.iter()
.filter_map(|e| if let egui::Event::MouseWheel { unit, delta, .. } = e { Some(points(unit, *delta)) } else { None })
.map(|d| d.x + d.y)
.sum();
return (zoom * (f64::from(d) * WHEEL_ZOOM).exp(), pan);
}
return if turn.alt && scroll != egui::Vec2::ZERO {
(zoom * (f64::from(scroll.x + scroll.y) * WHEEL_ZOOM).exp(), pan)
} else {
@@ -360,16 +380,12 @@ pub(super) fn wheel(i: &egui::InputState, wheel_zooms: bool, line: f32, page: f3
for e in &i.events {
match e {
egui::Event::MouseWheel { unit, delta, modifiers, .. } => {
let d = match unit {
egui::MouseWheelUnit::Point => *delta,
egui::MouseWheelUnit::Line => *delta * line,
egui::MouseWheelUnit::Page => *delta * page,
};
let d = points(unit, *delta);
if modifiers.command {
scroll.x += d.x + d.y;
} else if modifiers.shift {
scroll.y += d.x + d.y;
} else if *unit == egui::MouseWheelUnit::Point {
} else if *unit == egui::MouseWheelUnit::Point || !animate {
zoom *= (f64::from(d.y) * WHEEL_ZOOM).exp();
scroll.x += d.x;
} else {