Fix #117185: Zooming out is slow on Windows precision touchpad #117341

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Andrii wants to merge 1 commits from pembem22/blender:precision-touchpad-zoom-out-speed into main

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First-time contributor

Map the scale value, so the resulting change value would be equal in both direction. This is required for consistent zoom speed when zooming out relative to the starting position.

For example, zooming in from 1.0 to 2.0 results in 2.0 change value, and zooming out from 1.0 to 0.5 now results in an opposite -2.0 change value.

Tested on Windows, don't know if this issue exists on macOS.

Map the scale value, so the resulting change value would be equal in both direction. This is required for consistent zoom speed when zooming out relative to the starting position. For example, zooming in from 1.0 to 2.0 results in 2.0 change value, and zooming out from 1.0 to 0.5 now results in an opposite -2.0 change value. Tested on Windows, don't know if this issue exists on macOS.
Andrii requested review from Nicholas Rishel 2024-01-19 17:14:01 +01:00
Nicholas Rishel force-pushed precision-touchpad-zoom-out-speed from 1bbce9a6ea to 83457b33c4 2024-01-20 08:07:16 +01:00 Compare

@blender-bot build windows

@blender-bot build windows

Ack, wrong command.
@blender-bot package windows

Ack, wrong command. @blender-bot package windows
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Package build started. Download here when ready.

Package build started. [Download here](https://builder.blender.org/download/patch/PR117341) when ready.

Manually testing this seems to have reversed the problem, zooming out moves more than zooming in?

Manually testing this seems to have reversed the problem, zooming out moves more than zooming in?
Author
First-time contributor

Zooming in to a certain amount, then lifting fingers to reset the gesture and zooming out by repeating the first gesture in reverse now brings zoom level to the starting position, which is not the case without this PR.

What you experience is probably the fact, that you can zoom out more using one gesture than zooming in. If I print the scale value reported by Windows, the minimum and maximum values I can get using one gesture are 0.1 and 7.0, which corresponds to 10x zoom out and 7x zoom in.

Zooming in to a certain amount, then lifting fingers to reset the gesture and zooming out by repeating the first gesture in reverse now brings zoom level to the starting position, which is not the case without this PR. What you experience is probably the fact, that you can zoom out more using one gesture than zooming in. If I print the scale value reported by Windows, the minimum and maximum values I can get using one gesture are 0.1 and 7.0, which corresponds to 10x zoom out and 7x zoom in.
First-time contributor

Hello!
I can confirm that on my end #117185 does not happen anymore.
Thanks a lot for this!

Hello! I can confirm that on my end [#117185](https://projects.blender.org/blender/blender/issues/117185#issuecomment-1108789) does not happen anymore. Thanks a lot for this!

The correct solution is to use the pinch/zoom factor directly instead of converting it to pan and then back to zoom factor in the operator. You can find my old patch for this here: #110852.

Also note that there are a lot of issues in the way operators themselves work with trackpad events.

I don't remember all the details anymore, but it's all here: #82006.

The correct solution is to use the pinch/zoom factor directly instead of converting it to pan and then back to zoom factor in the operator. You can find my old patch for this here: https://projects.blender.org/blender/blender/issues/110852. Also note that there are a lot of issues in the way operators themselves work with trackpad events. I don't remember all the details anymore, but it's all here: https://projects.blender.org/blender/blender/issues/82006.

What you experience is probably the fact, that you can zoom out more using one gesture than zooming in. If I print the scale value reported by Windows, the minimum and maximum values I can get using one gesture are 0.1 and 7.0, which corresponds to 10x zoom out and 7x zoom in.

0.1 probably being DIRECTMANIPULATION_MINIMUM_ZOOM, but I wonder why 7.0 as the max? I can verify the same preference toward zooming out in Firefox too.

Maddeningly 1.0/(DIRECTMANIPULATION_MINIMUM_ZOOM * sqrt(2)) would give us a number close to 7.0 scale factor, sqrt(2) coming from sqrt(x^2 + y^2) where x=y (because Direct Manipulation populates x and y scale values as the same). My rusty understanding of linear algebra is that 1/x and 1/y should be the correct way to invert scale but maybe Windows is populating the transformation matrix incorrectly (or I'm not reasoning through this correctly?).

@jenkm Not sure what you're referring to, we're using the touchpad matrix's scale field directly in Windows.

> What you experience is probably the fact, that you can zoom out more using one gesture than zooming in. If I print the scale value reported by Windows, the minimum and maximum values I can get using one gesture are 0.1 and 7.0, which corresponds to 10x zoom out and 7x zoom in. 0.1 probably being [`DIRECTMANIPULATION_MINIMUM_ZOOM`](https://learn.microsoft.com/en-us/previous-versions/windows/desktop/directmanipulation/direct-manipulation-constants), but I wonder why 7.0 as the max? I can verify the same preference toward zooming out in Firefox too. Maddeningly 1.0/(`DIRECTMANIPULATION_MINIMUM_ZOOM` * sqrt(2)) would give us a number close to 7.0 scale factor, sqrt(2) coming from sqrt(x^2 + y^2) where x=y (because Direct Manipulation populates x and y scale values as the same). My rusty understanding of linear algebra is that 1/x and 1/y should be the correct way to invert scale but maybe Windows is populating the transformation matrix incorrectly (or I'm not reasoning through this correctly?). @jenkm Not sure what you're referring to, we're using the touchpad matrix's scale field directly in Windows.

Not sure what you're referring to, we're using the touchpad matrix's scale field directly in Windows.

In the GHOST you have dx/dy scrolling value and the zoom factor. But in WM, only dx/dy. So the scale factor is converted to scrolling delta. And then in the operators back to some scale factor.

I just wanted to say that on Mac also zooming is slow and bad and the problem is where I pointed out. I mean, it's a broader issue.

> Not sure what you're referring to, we're using the touchpad matrix's scale field directly in Windows. In the GHOST you have dx/dy scrolling value and the zoom factor. But in WM, only dx/dy. So the scale factor is converted to scrolling delta. And then in the operators back to some scale factor. I just wanted to say that on Mac also zooming is slow and bad and the problem is where I pointed out. I mean, it's a broader issue.
Member

I just wanted to say that on Mac also zooming is slow and bad and the problem is where I pointed out. I mean, it's a broader issue.

Something to fix in interface_handler or view3d_xxx_zoom files then?

> I just wanted to say that on Mac also zooming is slow and bad and the problem is where I pointed out. I mean, it's a broader issue. Something to fix in `interface_handler` or `view3d_xxx_zoom` files then?

Something to fix in interface_handler or view3d_xxx_zoom files then?

Yes, you need to fix the operators first, and then tweak what you're doing here. You send some scale-factor value from GHOST but it is not used correctly afterwards.

And again, all the patches are already there, links in the comment above.

> Something to fix in `interface_handler` or `view3d_xxx_zoom` files then? Yes, you need to fix the operators first, and then tweak what you're doing here. You send some scale-factor value from GHOST but it is not used correctly afterwards. And again, all the patches are already there, links in the comment above.

const float scale = transform[0]; — this is the scale factor you need in zoom operators.

This PINCH_SCALE_FACTOR is some random number and is not used in operators for back conversion.

Don't forget to compare zoom on a hiDPI and lowDPI monitor (in the current implementation it could be different).

And of course I hope you test zoom in all editors, 3D view, Image/Clip, Node editor, UI panels zooming.


Oh, and don't forget that trackpad-zooming is basically broken — #111141

`const float scale = transform[0];` — this is the scale factor you need in zoom operators. This `PINCH_SCALE_FACTOR` is some random number and is not used in operators for back conversion. Don't forget to compare zoom on a hiDPI and lowDPI monitor (in the current implementation it could be different). And of course I hope you test zoom in all editors, 3D view, Image/Clip, Node editor, UI panels zooming. *** Oh, and don't forget that trackpad-zooming is basically broken — https://projects.blender.org/blender/blender/pulls/111141
First-time contributor

Hi! Not the author here, but I was wondering if this commit can be merged in main or are further fixed needed?

Hi! Not the author here, but I was wondering if this commit can be merged in main or are further fixed needed?
Member

@scopelma hi, some changes are still required in operator's code (@jenkm pointed them already in previous comments)

@scopelma hi, some changes are still required in operator's code (@jenkm pointed them already in previous comments)
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Reference: blender/blender#117341
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