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Nav: Standardized FIXME-NAV marker.
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12
imgui.cpp
12
imgui.cpp
@ -2,7 +2,7 @@
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// (main code and documentation)
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// ** EXPERIMENTAL GAMEPAD/KEYBOARD NAVIGATION BRANCH
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// ** Grep for FIXME-NAVIGATION
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// ** Grep for FIXME-NAV
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// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
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// Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
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@ -2153,7 +2153,7 @@ static bool NavScoreItem(ImRect cand)
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}
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// Compute distance between boxes
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// FIXME-NAVIGATION: Introducing biases for vertical navigation, needs to be removed.
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// FIXME-NAV: Introducing biases for vertical navigation, needs to be removed.
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float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x);
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float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items
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if (dby != 0.0f && dbx != 0.0f)
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@ -2654,7 +2654,7 @@ enum ImGuiNavReadMode
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ImGuiNavReadMode_RepeatFast
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};
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// FIXME-NAVIGATION: Expose navigation repeat delay/rate
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// FIXME-NAV: Expose navigation repeat delay/rate
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static float GetNavInputAmount(ImGuiNavInput n, ImGuiNavReadMode mode)
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{
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ImGuiContext& g = *GImGui;
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@ -5320,7 +5320,7 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
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resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);
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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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// FIXME-NAVIGATION: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.
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// FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.
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g.NavWindowingToggleLayer = false;
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size_target = CalcSizeAfterConstraint(window, window->SizeFull + nav_resize_delta);
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}
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@ -7278,7 +7278,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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// PressedOnClick | <on click> | <on click> <on repeat> <on repeat> ..
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// PressedOnRelease | <on release> | <on repeat> <on repeat> .. (NOT on release)
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// PressedOnDoubleClick | <on dclick> | <on dclick> <on repeat> <on repeat> ..
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// FIXME-NAVIGATION: We don't honor those different behaviors.
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// FIXME-NAV: We don't honor those different behaviors.
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if ((flags & ImGuiButtonFlags_PressedOnClickRelease) && g.IO.MouseClicked[0])
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{
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SetActiveID(id, window);
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@ -8375,7 +8375,7 @@ bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v
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}
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if (IsNavInputDown(ImGuiNavInput_PadTweakFast))
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delta *= 10.0f;
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clicked_t = ImSaturate(clicked_t + delta); // FIXME-NAVIGATION: todo: cancel adjustment if current value already past edge and we are moving in edge direction, to avoid clamping value to edge.
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clicked_t = ImSaturate(clicked_t + delta); // FIXME-NAV: todo: cancel adjustment if current value already past edge and we are moving in edge direction, to avoid clamping value to edge.
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set_new_value = true;
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}
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}
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@ -912,7 +912,7 @@ struct IMGUI_API ImGuiWindow
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ImGuiWindow* RootNavWindow; // Generally point to ourself. If we are a child window with the ImGuiWindowFlags_NavFlattenedChild flag, point to parent. Used to display TitleBgActive color and for selecting which window to use for NavWindowing.
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// Navigation / Focus
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// FIXME-NAVIGATION: Merge all this with the new Nav system, at least the request variables should be moved to ImGuiContext
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// FIXME-NAV: Merge all this with the new Nav system, at least the request variables should be moved to ImGuiContext
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int FocusIdxAllCounter; // Start at -1 and increase as assigned via FocusItemRegister()
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int FocusIdxTabCounter; // (same, but only count widgets which you can Tab through)
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int FocusIdxAllRequestCurrent; // Item being requested for focus
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