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Nav: Extract part of NavUpdate() into a saner NavUpdateWindowingTarget() (#787)
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parent
b05b31e690
commit
17519c313a
156
imgui.cpp
156
imgui.cpp
@ -2606,6 +2606,85 @@ static ImVec2 GetNavInputAmount2d(int stick_no, ImGuiNavReadMode mode, float slo
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return delta;
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}
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// Window management mode (change focus, move/resize window, jump back and forth to menu layer)
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static void NavUpdateWindowingTarget()
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{
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ImGuiContext& g = *GImGui;
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if (!g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_PadMenu, ImGuiNavReadMode_Pressed))
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{
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ImGuiWindow* window = g.NavWindow;
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if (!window)
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window = FindWindowNavigable(g.Windows.Size - 1, -1, -1);
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if (window)
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{
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g.NavWindowingTarget = window->RootNonPopupWindow;
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g.NavWindowingDisplayAlpha = 0.0f;
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g.NavWindowingToggleLayer = true;
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}
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}
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if (g.NavWindowingTarget)
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{
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// Visuals only appears after a brief time holding the button, so that a fast tap (to toggle NavLayer) doesn't add visual noise
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const float pressed_duration = g.IO.NavInputsDownDuration[ImGuiNavInput_PadMenu];
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g.NavWindowingDisplayAlpha = ImMax(g.NavWindowingDisplayAlpha, ImSaturate((pressed_duration - 0.20f) / 0.05f));
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g.NavWindowingToggleLayer &= (g.NavWindowingDisplayAlpha < 1.0f); // Once button is held long enough we don't consider it a tag-to-toggle-layer press anymore.
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// Select window to focus
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const int focus_change_dir = (int)IsNavInputPressed(ImGuiNavInput_PadFocusPrev, ImGuiNavReadMode_RepeatSlow) - (int)IsNavInputPressed(ImGuiNavInput_PadFocusNext, ImGuiNavReadMode_RepeatSlow);
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if (focus_change_dir != 0 && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal))
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{
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const int i_current = FindWindowIndex(g.NavWindowingTarget);
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ImGuiWindow* window_target = FindWindowNavigable(i_current + focus_change_dir, -1, focus_change_dir);
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if (!window_target)
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window_target = FindWindowNavigable((focus_change_dir < 0) ? (g.Windows.Size - 1) : 0, i_current, focus_change_dir);
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g.NavWindowingTarget = window_target;
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g.NavWindowingToggleLayer = false;
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g.NavWindowingDisplayAlpha = 1.0f;
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}
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// Move window
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if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
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{
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const ImVec2 move_delta = GetNavInputAmount2d(1, ImGuiNavReadMode_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 move_speed = ImFloor(600 * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y));
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g.NavWindowingTarget->PosFloat += move_delta * move_speed;
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g.NavDisableMouseHover = true;
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MarkIniSettingsDirty(g.NavWindowingTarget);
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}
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}
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if (!IsNavInputDown(ImGuiNavInput_PadMenu))
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{
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// Apply actual focus only when releasing the NavMenu button (until then the window was merely rendered front-most)
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if (g.NavWindowingTarget && !g.NavWindowingToggleLayer && (!g.NavWindow || g.NavWindowingTarget != g.NavWindow->RootNonPopupWindow))
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{
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ImGui::FocusWindow(g.NavWindowingTarget);
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g.NavDisableHighlight = false;
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g.NavDisableMouseHover = true;
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if (g.NavWindowingTarget->NavLastIds[0] == 0)
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NavInitWindow(g.NavWindowingTarget, false);
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}
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// Single press toggles NavLayer
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if (g.NavWindowingToggleLayer && g.NavWindow)
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{
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if ((g.NavWindow->DC.NavLayerActiveMask & (1 << 1)) == 0 && (g.NavWindow->RootWindow->DC.NavLayerActiveMask & (1 << 1)) != 0)
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ImGui::FocusWindow(g.NavWindow->RootWindow);
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g.NavLayer = (g.NavWindow->DC.NavLayerActiveMask & (1 << 1)) ? (g.NavLayer ^ 1) : 0;
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g.NavDisableHighlight = false;
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g.NavDisableMouseHover = true;
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if (g.NavLayer == 0 && g.NavWindow->NavLastIds[0] != 0)
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SetNavIdAndMoveMouse(g.NavWindow->NavLastIds[0], g.NavLayer, ImRect());
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else
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NavInitWindow(g.NavWindow, true);
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}
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g.NavWindowingTarget = NULL;
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}
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}
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}
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// NB: We modify rect_rel by the amount we scrolled for, so it is immediately updated.
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static void NavScrollToBringItemIntoView(ImGuiWindow* window, ImRect& item_rect_rel)
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{
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@ -2699,83 +2778,10 @@ static void NavUpdate()
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}
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g.NavIdIsAlive = false;
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g.NavJustTabbedId = 0;
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// Navigation windowing mode (change focus, move/resize window)
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if (!g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_PadMenu, ImGuiNavReadMode_Pressed))
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{
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ImGuiWindow* window = g.NavWindow;
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if (!window)
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window = FindWindowNavigable(g.Windows.Size-1, -1, -1);
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if (window)
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{
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g.NavWindowingTarget = window->RootNonPopupWindow;
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g.NavWindowingDisplayAlpha = 0.0f;
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g.NavWindowingToggleLayer = true;
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}
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}
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if (g.NavWindowingTarget)
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{
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// Visuals only appears after a brief time holding the button, so that a fast tap (to toggle NavLayer) doesn't add visual noise
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const float pressed_duration = g.IO.NavInputsDownDuration[ImGuiNavInput_PadMenu];
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g.NavWindowingDisplayAlpha = ImMax(g.NavWindowingDisplayAlpha, ImSaturate((pressed_duration - 0.20f) / 0.05f));
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g.NavWindowingToggleLayer &= (g.NavWindowingDisplayAlpha < 1.0f); // Once button is held long enough we don't consider it a tag-to-toggle-layer press anymore.
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// Select window to focus
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const int focus_change_dir = (int)IsNavInputPressed(ImGuiNavInput_PadFocusPrev, ImGuiNavReadMode_RepeatSlow) - (int)IsNavInputPressed(ImGuiNavInput_PadFocusNext, ImGuiNavReadMode_RepeatSlow);
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if (focus_change_dir != 0 && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal))
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{
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const int i_current = FindWindowIndex(g.NavWindowingTarget);
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ImGuiWindow* window_target = FindWindowNavigable(i_current + focus_change_dir, -1, focus_change_dir);
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if (!window_target)
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window_target = FindWindowNavigable((focus_change_dir < 0) ? (g.Windows.Size-1) : 0, i_current, focus_change_dir);
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g.NavWindowingTarget = window_target;
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g.NavWindowingToggleLayer = false;
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g.NavWindowingDisplayAlpha = 1.0f;
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}
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// Move window
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if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
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{
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const ImVec2 move_delta = GetNavInputAmount2d(1, ImGuiNavReadMode_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 move_speed = ImFloor(600 * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y));
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g.NavWindowingTarget->PosFloat += move_delta * move_speed;
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g.NavDisableMouseHover = true;
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MarkIniSettingsDirty(g.NavWindowingTarget);
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}
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}
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if (!IsNavInputDown(ImGuiNavInput_PadMenu))
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{
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// Apply actual focus only when releasing the NavMenu button (until then the window was merely rendered front-most)
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if (g.NavWindowingTarget && !g.NavWindowingToggleLayer && (!g.NavWindow || g.NavWindowingTarget != g.NavWindow->RootNonPopupWindow))
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{
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ImGui::FocusWindow(g.NavWindowingTarget);
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g.NavDisableHighlight = false;
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g.NavDisableMouseHover = true;
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if (g.NavWindowingTarget->NavLastIds[0] == 0)
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NavInitWindow(g.NavWindowingTarget, false);
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}
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// Single press toggles NavLayer
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if (g.NavWindowingToggleLayer && g.NavWindow)
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{
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if ((g.NavWindow->DC.NavLayerActiveMask & (1<<1)) == 0 && (g.NavWindow->RootWindow->DC.NavLayerActiveMask & (1<<1)) != 0)
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ImGui::FocusWindow(g.NavWindow->RootWindow);
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g.NavLayer = (g.NavWindow->DC.NavLayerActiveMask & (1<<1)) ? (g.NavLayer ^ 1) : 0;
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g.NavDisableHighlight = false;
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g.NavDisableMouseHover = true;
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if (g.NavLayer == 0 && g.NavWindow->NavLastIds[0] != 0)
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SetNavIdAndMoveMouse(g.NavWindow->NavLastIds[0], g.NavLayer, ImRect());
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else
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NavInitWindow(g.NavWindow, true);
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}
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g.NavWindowingTarget = NULL;
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}
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}
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IM_ASSERT(g.NavLayer == 0 || g.NavLayer == 1);
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NavUpdateWindowingTarget();
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// Set output flags for user application
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g.IO.NavUsable = g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
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g.IO.NavActive = (g.IO.NavUsable && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL) || g.NavInitRequest;
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