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Wake the Idle Loop When a Mouse Button Is Released
Releasing a button after a camera drag marks the canvas dirty and leaves the frame to the next idle event, and on some platforms none follows a release until the next input arrives. That frame is the one that puts the preview's full detail back after a drag, so the preview stayed at its reduced set until the mouse moved. The release now wakes the idle loop, as the wheel handler already does for the same reason.
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@@ -5671,6 +5671,9 @@ void GLCanvas3D::mouse_up_cleanup()
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m_mouse.ignore_left_up = false;
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m_mouse.ignore_left_up = false;
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m_mouse.ignore_right_up = false;
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m_mouse.ignore_right_up = false;
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m_dirty = true;
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m_dirty = true;
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// ORCA: the frame that follows a release is the one that puts the preview's full detail back,
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// and on some platforms no idle event follows a button release until the next input
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wxWakeUpIdle();
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if (m_canvas->HasCapture())
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if (m_canvas->HasCapture())
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m_canvas->ReleaseMouse();
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m_canvas->ReleaseMouse();
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