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Nav: Cleaning up + using ImGuiInputSource source enum instead of a silly bool. (#787)
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parent
d088bd86ad
commit
04d5783ffd
36
imgui.cpp
36
imgui.cpp
@ -2687,11 +2687,11 @@ static bool IsNavInputPressedAnyOfTwo(ImGuiNavInput n1, ImGuiNavInput n2, ImGuiI
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ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor, float fast_factor)
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{
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ImVec2 delta(0.0f, 0.0f);
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if (dir_sources & ImGuiNavDirSourceFlags_Key)
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if (dir_sources & ImGuiNavDirSourceFlags_Keyboard)
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delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight, mode) - GetNavInputAmount(ImGuiNavInput_KeyLeft, mode), GetNavInputAmount(ImGuiNavInput_KeyDown, mode) - GetNavInputAmount(ImGuiNavInput_KeyUp, mode));
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if (dir_sources & ImGuiNavDirSourceFlags_PadLStick)
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if (dir_sources & ImGuiNavDirSourceFlags_PadDPad)
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delta += ImVec2(GetNavInputAmount(ImGuiNavInput_PadDpadRight, mode) - GetNavInputAmount(ImGuiNavInput_PadDpadLeft, mode), GetNavInputAmount(ImGuiNavInput_PadDpadDown, mode) - GetNavInputAmount(ImGuiNavInput_PadDpadUp, mode));
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if (dir_sources & ImGuiNavDirSourceFlags_PadRStick)
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if (dir_sources & ImGuiNavDirSourceFlags_PadLStick)
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delta += ImVec2(GetNavInputAmount(ImGuiNavInput_PadLStickRight, mode) - GetNavInputAmount(ImGuiNavInput_PadLStickLeft, mode), GetNavInputAmount(ImGuiNavInput_PadLStickDown, mode) - GetNavInputAmount(ImGuiNavInput_PadLStickUp, mode));
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if (slow_factor != 0.0f && IsNavInputDown(ImGuiNavInput_PadTweakSlow))
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delta *= slow_factor;
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@ -2730,12 +2730,12 @@ static void ImGui::NavUpdateWindowing()
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g.NavWindowingTarget = window->RootNonPopupWindow;
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g.NavWindowingHighlightTimer = g.NavWindowingHighlightAlpha = 0.0f;
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g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true;
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g.NavWindowingIsKeyboardMode = start_windowing_with_keyboard;
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g.NavWindowingInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad;
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}
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// Gamepad update
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g.NavWindowingHighlightTimer += g.IO.DeltaTime;
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if (g.NavWindowingTarget && !g.NavWindowingIsKeyboardMode)
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if (g.NavWindowingTarget && g.NavWindowingInputSource == ImGuiInputSource_NavGamepad)
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{
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// Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise
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g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingHighlightTimer - 0.20f) / 0.05f));
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@ -2761,7 +2761,7 @@ static void ImGui::NavUpdateWindowing()
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}
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// Keyboard: Focus
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if (g.NavWindowingTarget && g.NavWindowingIsKeyboardMode)
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if (g.NavWindowingTarget && g.NavWindowingInputSource == ImGuiInputSource_NavKeyboard)
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{
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// Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
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g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingHighlightTimer - 0.15f) / 0.04f)); // 1.0f
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@ -2779,10 +2779,10 @@ static void ImGui::NavUpdateWindowing()
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if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
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{
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ImVec2 move_delta;
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if (g.NavWindowingIsKeyboardMode && !g.IO.KeyShift)
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move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Key, ImGuiInputReadMode_Down);
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if (!g.NavWindowingIsKeyboardMode)
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move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadRStick, ImGuiInputReadMode_Down);
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if (g.NavWindowingInputSource == ImGuiInputSource_NavKeyboard && !g.IO.KeyShift)
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move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
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if (g.NavWindowingInputSource == ImGuiInputSource_NavGamepad)
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move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down);
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if (move_delta.x != 0.0f || move_delta.y != 0.0f)
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{
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const float NAV_MOVE_SPEED = 800.0f;
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@ -3043,7 +3043,7 @@ static void ImGui::NavUpdate()
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// *Normal* Manual scroll with NavScrollXXX keys
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// Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
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ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadRStick, ImGuiInputReadMode_Down, 1.0f/10.0f, 10.0f);
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ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f/10.0f, 10.0f);
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if (scroll_dir.x != 0.0f && window->ScrollbarX)
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{
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SetWindowScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed));
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@ -5357,10 +5357,10 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
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if (g.NavWindowingTarget == window)
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{
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ImVec2 nav_resize_delta;
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if (g.NavWindowingIsKeyboardMode && g.IO.KeyShift)
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nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Key, ImGuiInputReadMode_Down);
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if (!g.NavWindowingIsKeyboardMode)
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nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down);
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if (g.NavWindowingInputSource == ImGuiInputSource_NavKeyboard && g.IO.KeyShift)
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nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
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if (g.NavWindowingInputSource == ImGuiInputSource_NavGamepad)
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nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_Down);
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if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f)
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{
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const float NAV_RESIZE_SPEED = 600.0f;
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@ -8401,7 +8401,7 @@ bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v
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}
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else if (g.ActiveIdSource == ImGuiInputSource_Nav && g.NavActivateDownId == id)
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{
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const ImVec2 delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Key|ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_RepeatFast, 0.0f, 0.0f);
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const ImVec2 delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard|ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 0.0f, 0.0f);
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float delta = is_horizontal ? delta2.x : -delta2.y;
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if (delta != 0.0f)
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{
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@ -8748,7 +8748,7 @@ bool ImGui::DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_s
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}
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if (g.ActiveIdSource == ImGuiInputSource_Nav)
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{
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adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Key|ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_RepeatFast, 1.0f/10.0f, 10.0f).x;
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adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard|ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f/10.0f, 10.0f).x;
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v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision));
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}
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adjust_delta *= v_speed;
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@ -12981,7 +12981,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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}
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if (ImGui::TreeNode("Basic state"))
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{
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const char* input_source_names[] = { "None", "Mouse", "Nav" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_Count_);
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const char* input_source_names[] = { "None", "Mouse", "Nav", "NavGamepad", "NavKeyboard" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_Count_);
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ImGui::Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
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ImGui::Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL");
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ImGui::Text("HoveredId: 0x%08X/0x%08X (%.2f sec)", g.HoveredId, g.HoveredIdPreviousFrame, g.HoveredIdTimer); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not
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@ -252,6 +252,8 @@ enum ImGuiInputSource
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ImGuiInputSource_None = 0,
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ImGuiInputSource_Mouse,
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ImGuiInputSource_Nav,
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ImGuiInputSource_NavKeyboard, // Only used occasionally for storage, not tested/handled by most code
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ImGuiInputSource_NavGamepad, // "
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ImGuiInputSource_Count_,
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};
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@ -285,9 +287,9 @@ enum ImGuiNavHighlightFlags_
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enum ImGuiNavDirSourceFlags_
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{
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ImGuiNavDirSourceFlags_Key = 1 << 0,
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ImGuiNavDirSourceFlags_PadLStick = 1 << 1,
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ImGuiNavDirSourceFlags_PadRStick = 1 << 2
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ImGuiNavDirSourceFlags_Keyboard = 1 << 0,
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ImGuiNavDirSourceFlags_PadDPad = 1 << 1,
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ImGuiNavDirSourceFlags_PadLStick = 1 << 2
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};
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// 2D axis aligned bounding-box
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@ -594,7 +596,7 @@ struct ImGuiContext
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float NavWindowingHighlightTimer;
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float NavWindowingHighlightAlpha;
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bool NavWindowingToggleLayer;
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bool NavWindowingIsKeyboardMode; // Gamepad or keyboard mode
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ImGuiInputSource NavWindowingInputSource; // Gamepad or keyboard mode
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int NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later.
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int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing
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bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRefRectRel is valid
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@ -714,7 +716,7 @@ struct ImGuiContext
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NavWindowingTarget = NULL;
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NavWindowingHighlightTimer = NavWindowingHighlightAlpha = 0.0f;
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NavWindowingToggleLayer = false;
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NavWindowingIsKeyboardMode = false;
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NavWindowingInputSource = ImGuiInputSource_None;
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NavLayer = 0;
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NavIdTabCounter = INT_MAX;
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NavIdIsAlive = false;
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