Nav: Merge FocusedWindow and NavWindow that were basically duplicate at this point (#323)

This commit is contained in:
ocornut 2016-07-31 13:38:57 +02:00
parent 2545d75c3b
commit 08a28c16ae
2 changed files with 34 additions and 41 deletions

View File

@ -2449,7 +2449,7 @@ static void NavUpdate()
if (!IsKeyDownMap(ImGuiKey_NavMenu))
{
// Apply actual focus only when releasing the NavMenu button (until then the window was merely rendered front-most)
if (g.NavWindowingTarget && (!g.FocusedWindow || g.NavWindowingTarget != g.FocusedWindow->RootNonPopupWindow))
if (g.NavWindowingTarget && (!g.NavWindow || g.NavWindowingTarget != g.NavWindow->RootNonPopupWindow))
{
ImGui::FocusWindow(g.NavWindowingTarget);
g.NavDisableHighlight = false;
@ -2476,7 +2476,7 @@ static void NavUpdate()
}
// Set output flags for user application
g.IO.NavUsable = g.FocusedWindow && !(g.FocusedWindow->Flags & ImGuiWindowFlags_NoNavInputs);
g.IO.NavUsable = g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
g.IO.NavActive = (g.IO.NavUsable && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL) || g.NavInitDefaultRequest;
// Process NavCancel input (to close a popup, get back to parent, clear focus)
@ -2502,14 +2502,14 @@ static void NavUpdate()
else
{
// Clear NavId for popups but keep it for regular child window so we can leave one and come back where we were
if (g.FocusedWindow && ((g.FocusedWindow->Flags & ImGuiWindowFlags_Popup) || !(g.FocusedWindow->Flags & ImGuiWindowFlags_ChildWindow)))
g.FocusedWindow->NavLastId = 0;
if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
g.NavWindow->NavLastId = 0;
if (g.FocusedWindow && (g.FocusedWindow->Flags & ImGuiWindowFlags_ChildWindow) && g.FocusedWindow->ParentWindow)
if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow) && g.NavWindow->ParentWindow)
{
// Exit child window
ImGuiWindow* child_window = g.FocusedWindow;
ImGuiWindow* parent_window = g.FocusedWindow->ParentWindow;
ImGuiWindow* child_window = g.NavWindow;
ImGuiWindow* parent_window = g.NavWindow->ParentWindow;
ImGui::FocusWindow(parent_window);
g.NavId = parent_window->GetChildID(child_window);
if (g.NavLayer == 0)
@ -2537,7 +2537,7 @@ static void NavUpdate()
// Initiate directional inputs request
const int allowed_dir_flags = (g.ActiveId == 0) ? ~0 : g.ActiveIdAllowNavDirFlags;
g.NavMoveDir = ImGuiNavDir_None;
if (g.FocusedWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.FocusedWindow->Flags & ImGuiWindowFlags_NoNavInputs))
if (g.NavWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
{
if ((allowed_dir_flags & (1<<ImGuiNavDir_Left)) && IsKeyPressedMap(ImGuiKey_NavLeft, true)) g.NavMoveDir = ImGuiNavDir_Left;
if ((allowed_dir_flags & (1<<ImGuiNavDir_Right)) && IsKeyPressedMap(ImGuiKey_NavRight, true)) g.NavMoveDir = ImGuiNavDir_Right;
@ -2545,10 +2545,7 @@ static void NavUpdate()
if ((allowed_dir_flags & (1<<ImGuiNavDir_Down)) && IsKeyPressedMap(ImGuiKey_NavDown, true)) g.NavMoveDir = ImGuiNavDir_Down;
}
if (g.NavMoveDir != ImGuiNavDir_None)
{
g.NavMoveRequest = true;
g.NavWindow = g.FocusedWindow;
}
// Scrolling
if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
@ -2808,11 +2805,11 @@ void ImGui::NewFrame()
// Pressing TAB activate widget focus
//// NB: Don't discard FocusedWindow if it isn't active, so that a window that go on/off programatically won't lose its keyboard focus. // [2016/07/17] That comment was made invalid by 19d02becef94e8e0f1d432a8bd55cd783876583c
if (g.ActiveId == 0 && g.FocusedWindow != NULL && g.FocusedWindow->Active && !(g.FocusedWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab, false))
if (g.ActiveId == 0 && g.NavWindow != NULL && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab, false))
if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX)
g.FocusedWindow->FocusIdxTabRequestNext = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1);
g.NavWindow->FocusIdxTabRequestNext = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1);
else
g.FocusedWindow->FocusIdxTabRequestNext = g.IO.KeyShift ? -1 : 0;
g.NavWindow->FocusIdxTabRequestNext = g.IO.KeyShift ? -1 : 0;
g.NavIdTabCounter = INT_MAX;
// Mark all windows as not visible
@ -2825,7 +2822,7 @@ void ImGui::NewFrame()
}
// Closing the focused window restore focus to the first active root window in descending z-order
if (g.FocusedWindow && !g.FocusedWindow->WasActive)
if (g.NavWindow && !g.NavWindow->WasActive)
for (int i = g.Windows.Size-1; i >= 0; i--)
if (g.Windows[i]->WasActive && !(g.Windows[i]->Flags & ImGuiWindowFlags_ChildWindow))
{
@ -2867,7 +2864,7 @@ void ImGui::Shutdown()
g.Windows.clear();
g.WindowsSortBuffer.clear();
g.CurrentWindowStack.clear();
g.FocusedWindow = NULL;
g.NavWindow = NULL;
g.HoveredWindow = NULL;
g.HoveredRootWindow = NULL;
for (int i = 0; i < g.Settings.Size; i++)
@ -3156,7 +3153,7 @@ void ImGui::EndFrame()
// Click to focus window and start moving (after we're done with all our widgets)
if (g.ActiveId == 0 && g.HoveredId == 0 && g.IO.MouseClicked[0])
{
if (!(g.FocusedWindow && !g.FocusedWindow->WasActive && g.FocusedWindow->Active)) // Unless we just made a popup appear
if (!(g.NavWindow && !g.NavWindow->WasActive && g.NavWindow->Active)) // Unless we just made a popup appear
{
if (g.HoveredRootWindow != NULL)
{
@ -3173,7 +3170,7 @@ void ImGui::EndFrame()
SetActiveIDNoNav(g.MovedWindowMoveId, g.HoveredRootWindow);
}
}
else if (g.FocusedWindow != NULL && GetFrontMostModalRootWindow() == NULL)
else if (g.NavWindow != NULL && GetFrontMostModalRootWindow() == NULL)
{
// Clicking on void disable focus
FocusWindow(NULL);
@ -3626,7 +3623,7 @@ bool ImGui::IsAnyWindowHovered()
bool ImGui::IsAnyWindowFocused()
{
return GImGui->FocusedWindow != NULL;
return GImGui->NavWindow != NULL;
}
bool ImGui::IsAnyWindowHoveredAtPos(const ImVec2& pos)
@ -3981,7 +3978,7 @@ static void CloseInactivePopups()
// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
// Don't close our own child popup windows
int n = 0;
if (g.FocusedWindow)
if (g.NavWindow)
{
for (n = 0; n < g.OpenPopupStack.Size; n++)
{
@ -3994,7 +3991,7 @@ static void CloseInactivePopups()
bool has_focus = false;
for (int m = n; m < g.OpenPopupStack.Size && !has_focus; m++)
has_focus = (g.OpenPopupStack[m].Window && g.OpenPopupStack[m].Window->RootWindow == g.FocusedWindow->RootWindow);
has_focus = (g.OpenPopupStack[m].Window && g.OpenPopupStack[m].Window->RootWindow == g.NavWindow->RootWindow);
if (!has_focus)
break;
}
@ -4753,7 +4750,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
if (window->Collapsed)
{
// Title bar only
const bool is_focused = g.FocusedWindow && window->RootNonPopupWindow == g.FocusedWindow->RootNonPopupWindow && !g.NavDisableHighlight;
const bool is_focused = g.NavWindow && window->RootNonPopupWindow == g.NavWindow->RootNonPopupWindow && !g.NavDisableHighlight;
RenderFrame(title_bar_rect.GetTL(), title_bar_rect.GetBR(), GetColorU32(is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed), true, window_rounding);
}
else
@ -4832,7 +4829,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
window->DrawList->AddRectFilled(window->Pos+ImVec2(0,window->TitleBarHeight()), window->Pos+window->Size, ColorConvertFloat4ToU32(bg_color), window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 15 : 4|8);
// Title bar
const bool is_focused = g.FocusedWindow && window->RootNonPopupWindow == g.FocusedWindow->RootNonPopupWindow;
const bool is_focused = g.NavWindow && window->RootNonPopupWindow == g.NavWindow->RootNonPopupWindow;
if (!(flags & ImGuiWindowFlags_NoTitleBar))
window->DrawList->AddRectFilled(title_bar_rect.GetTL(), title_bar_rect.GetBR(), GetColorU32(is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg), window_rounding, 1|2);
@ -5164,7 +5161,7 @@ void ImGui::FocusWindow(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
if (g.FocusedWindow != window)
if (g.NavWindow != window)
{
g.NavId = window ? window->NavLastId : 0; // Restore NavId
g.NavIdIsAlive = false;
@ -5176,7 +5173,6 @@ void ImGui::FocusWindow(ImGuiWindow* window)
}
// Passing NULL allow to disable keyboard focus
g.FocusedWindow = window;
if (!window)
return;
@ -5467,19 +5463,19 @@ bool ImGui::IsWindowHovered()
bool ImGui::IsWindowFocused()
{
ImGuiContext& g = *GImGui;
return g.FocusedWindow == g.CurrentWindow;
return g.NavWindow == g.CurrentWindow;
}
bool ImGui::IsRootWindowFocused()
{
ImGuiContext& g = *GImGui;
return g.FocusedWindow == g.CurrentWindow->RootWindow;
return g.NavWindow == g.CurrentWindow->RootWindow;
}
bool ImGui::IsRootWindowOrAnyChildFocused()
{
ImGuiContext& g = *GImGui;
return g.FocusedWindow && g.FocusedWindow->RootWindow == g.CurrentWindow->RootWindow;
return g.NavWindow && g.NavWindow->RootWindow == g.CurrentWindow->RootWindow;
}
bool ImGui::IsRootWindowOrAnyChildHovered()
@ -6144,8 +6140,8 @@ static inline bool IsWindowContentHoverable(ImGuiWindow* window)
{
// An active popup disable hovering on other windows (apart from its own children)
ImGuiContext& g = *GImGui;
if (ImGuiWindow* focused_window = g.FocusedWindow)
if (ImGuiWindow* focused_root_window = focused_window->RootWindow)
if (g.NavWindow)
if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow)
if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) != 0 && focused_root_window->WasActive && focused_root_window != window->RootWindow)
return false;
@ -9623,13 +9619,13 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
const ImGuiID id = window->GetID(label);
ImVec2 label_size = CalcTextSize(label, NULL, true);
ImGuiWindow* backed_focused_window = g.FocusedWindow;
bool pressed;
bool menu_is_open = IsPopupOpen(id);
bool menuset_is_open = !(window->Flags & ImGuiWindowFlags_Popup) && (g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].ParentMenuSet == window->GetID("##menus"));
ImGuiWindow* backed_nav_window = g.NavWindow;
if (menuset_is_open)
g.FocusedWindow = window;
g.NavWindow = window;
ImVec2 popup_pos, pos = window->DC.CursorPos;
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
@ -9656,7 +9652,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
bool hovered = enabled && IsHovered(window->DC.LastItemRect, id);
if (menuset_is_open)
g.FocusedWindow = backed_focused_window;
g.NavWindow = backed_nav_window;
bool want_open = false, want_close = false;
if (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu))
@ -10596,12 +10592,11 @@ void ImGui::ShowMetricsWindow(bool* p_open)
}
if (ImGui::TreeNode("Basic state"))
{
ImGui::Text("FocusedWindow: '%s'", g.FocusedWindow ? g.FocusedWindow->Name : "NULL");
ImGui::Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
ImGui::Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL");
ImGui::Text("HoveredId: 0x%08X/0x%08X", g.HoveredId, g.HoveredIdPreviousFrame); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not
ImGui::Text("ActiveId: 0x%08X/0x%08X, ActiveIdWindow: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
ImGui::Text("NavId: 0x%08X, NavWindow: '%s'", g.NavId, g.NavWindow ? g.NavWindow->Name : "NULL");
ImGui::Text("NavWindow: '%s', NavId: 0x%08X", g.NavWindow ? g.NavWindow->Name : "NULL", g.NavId);
ImGui::Text("NavRefRectRel: (%.1f,%.1f)(%.1f,%.1f)", g.NavRefRectRel.Min.x, g.NavRefRectRel.Min.y, g.NavRefRectRel.Max.x, g.NavRefRectRel.Max.y);
ImGui::Text("NavUsable: %d, NavActive: %d", g.IO.NavUsable, g.IO.NavActive);
ImGui::Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);

View File

@ -378,7 +378,6 @@ struct ImGuiContext
ImVector<ImGuiWindow*> WindowsSortBuffer;
ImVector<ImGuiWindow*> CurrentWindowStack;
ImGuiWindow* CurrentWindow; // Being drawn into
ImGuiWindow* FocusedWindow; // Will catch keyboard inputs
ImGuiWindow* HoveredWindow; // Will catch mouse inputs
ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only)
ImGuiID HoveredId; // Hovered widget
@ -404,11 +403,11 @@ struct ImGuiContext
ImVector<ImGuiPopupRef> CurrentPopupStack; // Which level of BeginPopup() we are in (reset every frame)
// Navigation data (for gamepad/keyboard)
ImGuiID NavId; // Nav/focused widget for navigation
ImGuiWindow* NavWindow; // Nav/focused window for navigation
ImGuiID NavId; // Nav/focused item for navigation
ImGuiID NavActivateId, NavInputId; // ~~ IsKeyPressedMap(ImGuiKey_NavActive) ? NavId : 0, etc. (to make widget code terser)
ImGuiID NavTabbedId; //
ImRect NavRefRectRel, NavScoringRectScreen;// Reference rectangle, in window space. Modified rectangle for directional navigation scoring, in screen space.
ImGuiWindow* NavWindow; //
ImGuiWindow* NavWindowingTarget;
float NavWindowingDisplayAlpha;
bool NavWindowingToggleLayer;
@ -497,7 +496,6 @@ struct ImGuiContext
FrameCount = 0;
FrameCountEnded = FrameCountRendered = -1;
CurrentWindow = NULL;
FocusedWindow = NULL;
HoveredWindow = NULL;
HoveredRootWindow = NULL;
HoveredId = 0;
@ -515,9 +513,9 @@ struct ImGuiContext
MovedWindowMoveId = 0;
SettingsDirtyTimer = 0.0f;
NavWindow = NULL;
NavId = NavActivateId = NavInputId = NavTabbedId = 0;
NavRefRectRel = NavScoringRectScreen = ImRect();
NavWindow = NULL;
NavWindowingTarget = NULL;
NavWindowingDisplayAlpha = 0.0f;
NavWindowingToggleLayer = false;
@ -748,7 +746,7 @@ public:
ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); }
float MenuBarHeight() const { return (Flags & ImGuiWindowFlags_MenuBar) ? CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f : 0.0f; }
ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); }
bool IsNavigableTo() const { return Active && this == RootNonPopupWindow && (!(Flags & ImGuiWindowFlags_NoNavFocus) || this == GImGui->FocusedWindow); }
bool IsNavigableTo() const { return Active && this == RootNonPopupWindow && (!(Flags & ImGuiWindowFlags_NoNavFocus) || this == GImGui->NavWindow); }
};
//-----------------------------------------------------------------------------