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							| @@ -8524,12 +8524,14 @@ static void ImGui::NavUpdate() | ||||
| #if 0 | ||||
|     if (g.NavScoringCount > 0) printf("[%05d] NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); | ||||
| #endif | ||||
|  | ||||
|     // Set input source as Gamepad when buttons are pressed before we map Keyboard (some features differs when used with Gamepad vs Keyboard) | ||||
|     bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; | ||||
|     bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; | ||||
|     if (nav_gamepad_active) | ||||
|         if (g.IO.NavInputs[ImGuiNavInput_Activate] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Input] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Cancel] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Menu] > 0.0f) | ||||
|             g.NavInputSource = ImGuiInputSource_NavGamepad; | ||||
|  | ||||
|     // Update Keyboard->Nav inputs mapping | ||||
|     if (nav_keyboard_active) | ||||
|     { | ||||
| @@ -8549,6 +8551,7 @@ static void ImGui::NavUpdate() | ||||
|     memcpy(g.IO.NavInputsDownDurationPrev, g.IO.NavInputsDownDuration, sizeof(g.IO.NavInputsDownDuration)); | ||||
|     for (int i = 0; i < IM_ARRAYSIZE(g.IO.NavInputs); i++) | ||||
|         g.IO.NavInputsDownDuration[i] = (g.IO.NavInputs[i] > 0.0f) ? (g.IO.NavInputsDownDuration[i] < 0.0f ? 0.0f : g.IO.NavInputsDownDuration[i] + g.IO.DeltaTime) : -1.0f; | ||||
|  | ||||
|     // Process navigation init request (select first/default focus) | ||||
|     if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove)) | ||||
|     { | ||||
| @@ -8564,9 +8567,11 @@ static void ImGui::NavUpdate() | ||||
|     g.NavInitRequestFromMove = false; | ||||
|     g.NavInitResultId = 0; | ||||
|     g.NavJustMovedToId = 0; | ||||
|  | ||||
|     // Process navigation move request | ||||
|     if (g.NavMoveRequest && (g.NavMoveResultLocal.ID != 0 || g.NavMoveResultOther.ID != 0)) | ||||
|         NavUpdateMoveResult(); | ||||
|  | ||||
|     // When a forwarded move request failed, we restore the highlight that we disabled during the forward frame | ||||
|     if (g.NavMoveRequestForward == ImGuiNavForward_ForwardActive) | ||||
|     { | ||||
| @@ -8575,6 +8580,7 @@ static void ImGui::NavUpdate() | ||||
|             g.NavDisableHighlight = false; | ||||
|         g.NavMoveRequestForward = ImGuiNavForward_None; | ||||
|     } | ||||
|  | ||||
|     // Apply application mouse position movement, after we had a chance to process move request result. | ||||
|     if (g.NavMousePosDirty && g.NavIdIsAlive) | ||||
|     { | ||||
| @@ -8592,16 +8598,20 @@ static void ImGui::NavUpdate() | ||||
|     g.NavIdIsAlive = false; | ||||
|     g.NavJustTabbedId = 0; | ||||
|     IM_ASSERT(g.NavLayer == 0 || g.NavLayer == 1); | ||||
|  | ||||
|     // Store our return window (for returning from Layer 1 to Layer 0) and clear it as soon as we step back in our own Layer 0 | ||||
|     if (g.NavWindow) | ||||
|         NavSaveLastChildNavWindow(g.NavWindow); | ||||
|     if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == 0) | ||||
|         g.NavWindow->NavLastChildNavWindow = NULL; | ||||
|  | ||||
|     // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.) | ||||
|     NavUpdateWindowing(); | ||||
|  | ||||
|     // Set output flags for user application | ||||
|     g.IO.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs); | ||||
|     g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL) || g.NavInitRequest; | ||||
|  | ||||
|     // Process NavCancel input (to close a popup, get back to parent, clear focus) | ||||
|     if (IsNavInputPressed(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed)) | ||||
|     { | ||||
| @@ -8640,6 +8650,7 @@ static void ImGui::NavUpdate() | ||||
|             g.NavId = 0; | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     // Process manual activation request | ||||
|     g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = 0; | ||||
|     if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) | ||||
| @@ -8660,10 +8671,12 @@ static void ImGui::NavUpdate() | ||||
|     if (g.NavActivateId != 0) | ||||
|         IM_ASSERT(g.NavActivateDownId == g.NavActivateId); | ||||
|     g.NavMoveRequest = false; | ||||
|  | ||||
|     // Process programmatic activation request | ||||
|     if (g.NavNextActivateId != 0) | ||||
|         g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = g.NavNextActivateId; | ||||
|     g.NavNextActivateId = 0; | ||||
|  | ||||
|     // Initiate directional inputs request | ||||
|     const int allowed_dir_flags = (g.ActiveId == 0) ? ~0 : g.ActiveIdAllowNavDirFlags; | ||||
|     if (g.NavMoveRequestForward == ImGuiNavForward_None) | ||||
| @@ -8687,10 +8700,12 @@ static void ImGui::NavUpdate() | ||||
|         IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_ForwardQueued); | ||||
|         g.NavMoveRequestForward = ImGuiNavForward_ForwardActive; | ||||
|     } | ||||
|  | ||||
|     // Update PageUp/PageDown scroll | ||||
|     float nav_scoring_rect_offset_y = 0.0f; | ||||
|     if (nav_keyboard_active) | ||||
|         nav_scoring_rect_offset_y = NavUpdatePageUpPageDown(allowed_dir_flags); | ||||
|  | ||||
|     // If we initiate a movement request and have no current NavId, we initiate a InitDefautRequest that will be used as a fallback if the direction fails to find a match | ||||
|     if (g.NavMoveDir != ImGuiDir_None) | ||||
|     { | ||||
| @@ -8704,6 +8719,7 @@ static void ImGui::NavUpdate() | ||||
|         g.NavDisableHighlight = false; | ||||
|     } | ||||
|     NavUpdateAnyRequestFlag(); | ||||
|  | ||||
|     // Scrolling | ||||
|     if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget) | ||||
|     { | ||||
| @@ -8732,10 +8748,12 @@ static void ImGui::NavUpdate() | ||||
|             g.NavMoveFromClampedRefRect = true; | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     // Reset search results | ||||
|     g.NavMoveResultLocal.Clear(); | ||||
|     g.NavMoveResultLocalVisibleSet.Clear(); | ||||
|     g.NavMoveResultOther.Clear(); | ||||
|  | ||||
|     // When we have manually scrolled (without using navigation) and NavId becomes out of bounds, we project its bounding box to the visible area to restart navigation within visible items | ||||
|     if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == 0) | ||||
|     { | ||||
| @@ -8750,6 +8768,7 @@ static void ImGui::NavUpdate() | ||||
|         } | ||||
|         g.NavMoveFromClampedRefRect = false; | ||||
|     } | ||||
|  | ||||
|     // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items) | ||||
|     ImRect nav_rect_rel = (g.NavWindow && !g.NavWindow->NavRectRel[g.NavLayer].IsInverted()) ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0,0,0,0); | ||||
|     g.NavScoringRectScreen = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : ImRect(0,0,0,0); | ||||
|   | ||||
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