Fix T96255: Node socket fails to drag

This is a general issue exposed by moving from tweak to click-drag
events [0], however this bug would have existed for both click &
click-drag events beforehand.

Since [1] the following behavior could occur:

- Click-drag the cursor away from the button.
- Leaving the button would flag it as disabled.
- The disabled button would then break
  causing the event to be considered handled.
- Once handled no click / click-drag action would be tested.

The bug would only happen if the cursor left the button before the drag
threshold was reached which tended to happen with an UI-scale 2 or more.
Or with an increased drag threshold.

Revert [1] (fix for T78503), which is no longer needed since as of [2].

[0]: 4986f71848
[1]: 6f96dd8576
[2]: 87c13ac68c
This commit is contained in:
Campbell Barton 2022-03-21 17:49:53 +11:00
parent c4ce1b70e3
commit fb87578698
Notes: blender-bot 2023-02-14 10:09:24 +01:00
Referenced by issue #96380, Size pressure not working properly while two Blender windows are open
Referenced by issue #96255, Node socket click detection is broken in some cases
1 changed files with 10 additions and 1 deletions

View File

@ -7969,7 +7969,16 @@ static int ui_do_button(bContext *C, uiBlock *block, uiBut *but, const wmEvent *
}
if (but->flag & UI_BUT_DISABLED) {
return WM_UI_HANDLER_BREAK;
/* It's important to continue here instead of breaking since breaking causes the event to be
* considered "handled", preventing further click/drag events from being generated.
*
* An example of where this is needed is dragging node-sockets, where dragging a node-socket
* could exit the button before the drag threshold was reached, disable the button then break
* handling of the #MOUSEMOVE event preventing the socket being dragged entirely, see: T96255.
*
* Region level event handling is responsible for preventing events being passed
* through to parts of the UI that are logically behind this button, see: T92364. */
return WM_UI_HANDLER_CONTINUE;
}
switch (but->type) {