Fix EditorViewport zooming
Fix #162 Also improves cases like LeftMouseDown + Scroll
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@@ -138,9 +138,7 @@ namespace FlaxEditor.Viewport
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private bool _isControllingMouse;
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private int _deltaFilteringStep;
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private Vector2 _startPosMiddle;
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private Vector2 _startPosRight;
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private Vector2 _startPosLeft;
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private Vector2 _startPos;
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private Vector2 _mouseDeltaRightLast;
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private Vector2[] _deltaFilteringBuffer = new Vector2[FpsCameraFilteringFrames];
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@@ -850,7 +848,7 @@ namespace FlaxEditor.Viewport
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/// </summary>
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protected virtual void OnLeftMouseButtonDown()
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{
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_startPosLeft = _viewMousePos;
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_startPos = _viewMousePos;
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}
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/// <summary>
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@@ -865,7 +863,7 @@ namespace FlaxEditor.Viewport
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/// </summary>
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protected virtual void OnRightMouseButtonDown()
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{
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_startPosRight = _viewMousePos;
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_startPos = _viewMousePos;
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}
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/// <summary>
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@@ -880,7 +878,7 @@ namespace FlaxEditor.Viewport
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/// </summary>
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protected virtual void OnMiddleMouseButtonDown()
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{
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_startPosMiddle = _viewMousePos;
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_startPos = _viewMousePos;
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}
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/// <summary>
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@@ -1051,7 +1049,13 @@ namespace FlaxEditor.Viewport
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moveDelta *= 0.3f;
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// Calculate smooth mouse delta not dependant on viewport size
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Vector2 offset = _viewMousePos - (_input.IsMouseMiddleDown ? _startPosMiddle : _startPosRight);
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Vector2 offset = _viewMousePos - _startPos;
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if (_input.IsZooming && !_input.IsMouseRightDown && !_input.IsMouseLeftDown && !_input.IsMouseMiddleDown)
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{
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offset = Vector2.Zero;
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}
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offset.X = offset.X > 0 ? Mathf.Floor(offset.X) : Mathf.Ceil(offset.X);
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offset.Y = offset.Y > 0 ? Mathf.Floor(offset.Y) : Mathf.Ceil(offset.Y);
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_mouseDeltaRight = offset / size;
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@@ -1093,7 +1097,7 @@ namespace FlaxEditor.Viewport
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// Move mouse back to the root position
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if (centerMouse && (_input.IsMouseRightDown || _input.IsMouseLeftDown || _input.IsMouseMiddleDown))
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{
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Vector2 center = PointToWindow(_input.IsMouseMiddleDown ? _startPosMiddle : _startPosRight);
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Vector2 center = PointToWindow(_startPos);
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win.MousePosition = center;
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}
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}
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@@ -1139,11 +1143,11 @@ namespace FlaxEditor.Viewport
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if (_input.IsMouseLeftDown)
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{
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// Calculate smooth mouse delta not dependant on viewport size
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Vector2 offset = _viewMousePos - _startPosLeft;
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Vector2 offset = _viewMousePos - _startPos;
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offset.X = offset.X > 0 ? Mathf.Floor(offset.X) : Mathf.Ceil(offset.X);
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offset.Y = offset.Y > 0 ? Mathf.Floor(offset.Y) : Mathf.Ceil(offset.Y);
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_mouseDeltaLeft = offset / size;
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_startPosLeft = _viewMousePos;
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_startPos = _viewMousePos;
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}
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else
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{
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