Fix fake null-motion mouse event flood
This commit also improves a bit the code quality by making the intent of fake events (and themselves) more explicit. Fixes #26460.
This commit is contained in:
parent
86d6a72c97
commit
f757460ec8
|
@ -33,6 +33,9 @@
|
|||
#include "core/input_map.h"
|
||||
#include "core/os/keyboard.h"
|
||||
|
||||
const int InputEvent::DEVICE_ID_TOUCH_MOUSE = -1;
|
||||
const int InputEvent::DEVICE_ID_INTERNAL = -2;
|
||||
|
||||
void InputEvent::set_device(int p_device) {
|
||||
device = p_device;
|
||||
}
|
||||
|
|
|
@ -165,6 +165,9 @@ protected:
|
|||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
static const int DEVICE_ID_TOUCH_MOUSE;
|
||||
static const int DEVICE_ID_INTERNAL;
|
||||
|
||||
void set_device(int p_device);
|
||||
int get_device() const;
|
||||
|
||||
|
|
|
@ -355,7 +355,7 @@ void InputDefault::_parse_input_event_impl(const Ref<InputEvent> &p_event, bool
|
|||
Ref<InputEventMouseButton> button_event;
|
||||
button_event.instance();
|
||||
|
||||
button_event->set_device(-1);
|
||||
button_event->set_device(InputEvent::DEVICE_ID_TOUCH_MOUSE);
|
||||
button_event->set_position(st->get_position());
|
||||
button_event->set_global_position(st->get_position());
|
||||
button_event->set_pressed(st->is_pressed());
|
||||
|
@ -384,7 +384,7 @@ void InputDefault::_parse_input_event_impl(const Ref<InputEvent> &p_event, bool
|
|||
Ref<InputEventMouseMotion> motion_event;
|
||||
motion_event.instance();
|
||||
|
||||
motion_event->set_device(-1);
|
||||
motion_event->set_device(InputEvent::DEVICE_ID_TOUCH_MOUSE);
|
||||
motion_event->set_position(sd->get_position());
|
||||
motion_event->set_global_position(sd->get_position());
|
||||
motion_event->set_relative(sd->get_relative());
|
||||
|
@ -602,7 +602,7 @@ void InputDefault::ensure_touch_mouse_raised() {
|
|||
Ref<InputEventMouseButton> button_event;
|
||||
button_event.instance();
|
||||
|
||||
button_event->set_device(-1);
|
||||
button_event->set_device(InputEvent::DEVICE_ID_TOUCH_MOUSE);
|
||||
button_event->set_position(mouse_pos);
|
||||
button_event->set_global_position(mouse_pos);
|
||||
button_event->set_pressed(false);
|
||||
|
|
|
@ -232,16 +232,16 @@ void Viewport::update_worlds() {
|
|||
find_world()->_update(get_tree()->get_frame());
|
||||
}
|
||||
|
||||
void Viewport::_collision_object_input_event(CollisionObject *p_object, Camera *p_camera, const Ref<InputEvent> &p_input_event, const Vector3 &p_pos, const Vector3 &p_normal, int p_shape, bool p_discard_empty_motion) {
|
||||
void Viewport::_collision_object_input_event(CollisionObject *p_object, Camera *p_camera, const Ref<InputEvent> &p_input_event, const Vector3 &p_pos, const Vector3 &p_normal, int p_shape) {
|
||||
|
||||
Transform object_transform = p_object->get_global_transform();
|
||||
Transform camera_transform = p_camera->get_global_transform();
|
||||
ObjectID id = p_object->get_instance_id();
|
||||
|
||||
if (p_discard_empty_motion) {
|
||||
//avoid sending the event unnecessarily if nothing really changed in the context
|
||||
//avoid sending the fake event unnecessarily if nothing really changed in the context
|
||||
if (object_transform == physics_last_object_transform && camera_transform == physics_last_camera_transform && physics_last_id == id) {
|
||||
Ref<InputEventMouseMotion> mm = p_input_event;
|
||||
if (mm.is_valid() && object_transform == physics_last_object_transform && camera_transform == physics_last_camera_transform && physics_last_id == id) {
|
||||
if (mm.is_valid() && mm->get_device() == InputEvent::DEVICE_ID_INTERNAL) {
|
||||
return; //discarded
|
||||
}
|
||||
}
|
||||
|
@ -397,8 +397,6 @@ void Viewport::_notification(int p_what) {
|
|||
PhysicsDirectSpaceState::RayResult result;
|
||||
Physics2DDirectSpaceState *ss2d = Physics2DServer::get_singleton()->space_get_direct_state(find_world_2d()->get_space());
|
||||
|
||||
bool discard_empty_motion = false;
|
||||
|
||||
if (physics_has_last_mousepos) {
|
||||
// if no mouse event exists, create a motion one. This is necessary because objects or camera may have moved.
|
||||
// while this extra event is sent, it is checked if both camera and last object and last ID did not move. If nothing changed, the event is discarded to avoid flooding with unnecessary motion events every frame
|
||||
|
@ -414,6 +412,7 @@ void Viewport::_notification(int p_what) {
|
|||
if (!has_mouse_event) {
|
||||
Ref<InputEventMouseMotion> mm;
|
||||
mm.instance();
|
||||
mm->set_device(InputEvent::DEVICE_ID_INTERNAL);
|
||||
mm->set_global_position(physics_last_mousepos);
|
||||
mm->set_position(physics_last_mousepos);
|
||||
mm->set_alt(physics_last_mouse_state.alt);
|
||||
|
@ -422,7 +421,6 @@ void Viewport::_notification(int p_what) {
|
|||
mm->set_metakey(physics_last_mouse_state.meta);
|
||||
mm->set_button_mask(physics_last_mouse_state.mouse_mask);
|
||||
physics_picking_events.push_back(mm);
|
||||
discard_empty_motion = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -470,7 +468,7 @@ void Viewport::_notification(int p_what) {
|
|||
physics_last_mouse_state.mouse_mask &= ~(1 << (mb->get_button_index() - 1));
|
||||
|
||||
// If touch mouse raised, assume we don't know last mouse pos until new events come
|
||||
if (mb->get_device() == -1) {
|
||||
if (mb->get_device() == InputEvent::DEVICE_ID_TOUCH_MOUSE) {
|
||||
physics_has_last_mousepos = false;
|
||||
}
|
||||
}
|
||||
|
@ -525,22 +523,29 @@ void Viewport::_notification(int p_what) {
|
|||
if (res[i].collider_id && res[i].collider) {
|
||||
CollisionObject2D *co = Object::cast_to<CollisionObject2D>(res[i].collider);
|
||||
if (co) {
|
||||
|
||||
bool send_event = true;
|
||||
if (is_mouse) {
|
||||
Map<ObjectID, uint64_t>::Element *F = physics_2d_mouseover.find(res[i].collider_id);
|
||||
|
||||
if (!F) {
|
||||
F = physics_2d_mouseover.insert(res[i].collider_id, frame);
|
||||
co->_mouse_enter();
|
||||
} else {
|
||||
F->get() = frame;
|
||||
// It was already hovered, so don't send the event if it's faked
|
||||
if (mm.is_valid() && mm->get_device() == InputEvent::DEVICE_ID_INTERNAL) {
|
||||
send_event = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (send_event) {
|
||||
co->_input_event(this, ev, res[i].shape);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (is_mouse) {
|
||||
List<Map<ObjectID, uint64_t>::Element *> to_erase;
|
||||
|
@ -573,7 +578,7 @@ void Viewport::_notification(int p_what) {
|
|||
|
||||
CollisionObject *co = Object::cast_to<CollisionObject>(ObjectDB::get_instance(physics_object_capture));
|
||||
if (co) {
|
||||
_collision_object_input_event(co, camera, ev, Vector3(), Vector3(), 0, discard_empty_motion);
|
||||
_collision_object_input_event(co, camera, ev, Vector3(), Vector3(), 0);
|
||||
captured = true;
|
||||
if (mb.is_valid() && mb->get_button_index() == 1 && !mb->is_pressed()) {
|
||||
physics_object_capture = 0;
|
||||
|
@ -591,7 +596,7 @@ void Viewport::_notification(int p_what) {
|
|||
if (last_id) {
|
||||
if (ObjectDB::get_instance(last_id) && last_object) {
|
||||
//good, exists
|
||||
_collision_object_input_event(last_object, camera, ev, result.position, result.normal, result.shape, discard_empty_motion);
|
||||
_collision_object_input_event(last_object, camera, ev, result.position, result.normal, result.shape);
|
||||
if (last_object->get_capture_input_on_drag() && mb.is_valid() && mb->get_button_index() == 1 && mb->is_pressed()) {
|
||||
physics_object_capture = last_id;
|
||||
}
|
||||
|
@ -614,7 +619,7 @@ void Viewport::_notification(int p_what) {
|
|||
CollisionObject *co = Object::cast_to<CollisionObject>(result.collider);
|
||||
if (co) {
|
||||
|
||||
_collision_object_input_event(co, camera, ev, result.position, result.normal, result.shape, discard_empty_motion);
|
||||
_collision_object_input_event(co, camera, ev, result.position, result.normal, result.shape);
|
||||
last_object = co;
|
||||
last_id = result.collider_id;
|
||||
new_collider = last_id;
|
||||
|
|
|
@ -221,7 +221,7 @@ private:
|
|||
|
||||
} physics_last_mouse_state;
|
||||
|
||||
void _collision_object_input_event(CollisionObject *p_object, Camera *p_camera, const Ref<InputEvent> &p_input_event, const Vector3 &p_pos, const Vector3 &p_normal, int p_shape, bool p_discard_empty_motion);
|
||||
void _collision_object_input_event(CollisionObject *p_object, Camera *p_camera, const Ref<InputEvent> &p_input_event, const Vector3 &p_pos, const Vector3 &p_normal, int p_shape);
|
||||
|
||||
bool handle_input_locally;
|
||||
bool local_input_handled;
|
||||
|
|
Loading…
Reference in New Issue