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Nav, Tabbing: refactor tabbing system to support clipped items, scrolling, using nav queries. (#4449)
Not using counter/modulo anymore and special provisions to handle tab wrapping with ImGuiListClipper. Wrapping may be done better as a next-frame forwarded request. Also one extra step toward #3949 #3985
This commit is contained in:
parent
f01a6d3e8f
commit
1a7526dcd4
@ -44,6 +44,16 @@ Other Changes:
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- Added IsMouseTripleClicked() function. Tracking multi-click count in IO structure. (#3229) [@kudaba]
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- Modals: fixed issue hovering popups inside a child inside a modal. (#4676, #4527)
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- Fixed IsWindowFocused()/IsWindowHovered() issues with childs inside popups. (#4676)
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- Nav: tabbing now cycles through clipped items and scroll accordingly. (#4449)
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- Nav: pressing PageUp/PageDown/Home/End when in Menu layer automatically moves back to Main layer.
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- Nav: fixed resizing window from borders setting navigation to Menu layer.
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- Nav: pressing Esc to exit a child window reactivates the Nav highlight if it was disabled by mouse.
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- Nav: with ImGuiConfigFlags_NavEnableSetMousePos enabled: Fixed absolute mouse position when using
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Home/End leads to scrolling. Fixed not setting mouse position when a failed move request (e.g. when
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already at edge) reactivates the navigation highlight.
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- InputText, Nav: fixed repeated calls to SetKeyboardFocusHere() preventing to use InputText(). (#4682)
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- InputText: made double-click select word, triple-line select line. Word delimitation logic differs
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slightly from the one used by CTRL+arrows. (#2244)
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- Clipper: currently focused item is automatically included in clipper range.
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Fixes issue where e.g. drag and dropping an item and scrolling ensure the item source location is
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still submitted. (#3841, #1725) [@GamingMinds-DanielC, @ocornut]
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@ -51,16 +61,6 @@ Other Changes:
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by the clipper to display. (#3841)
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- Clipper: Fixed content height declaration slightly mismatching the value of when not using a clipper.
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(an additional ItemSpacing.y was declared, affecting scrollbar range).
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- InputText, Nav: fixed repeated calls to SetKeyboardFocusHere() preventing to use InputText(). (#4682)
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- Nav: pressing PageUp/PageDown/Home/End when in Menu layer automatically moves back to Main layer.
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- Nav: fixed resizing window from borders setting navigation to Menu layer.
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- Nav: pressing Esc to exit a child window reactivates the Nav highlight if it was disabled by mouse.
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- Nav: (with ImGuiConfigFlags_NavEnableSetMousePos): fixed absolute mouse position when using Home/End
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leads to scrolling.
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- Nav: (with ImGuiConfigFlags_NavEnableSetMousePos): fixed not setting mouse position when a failed
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move request (e.g. already at edge) reactivate the navigation highlight.
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- InputText: made double-click select word, triple-line select line. Word delimitation logic differs
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slightly from the one used by CTRL+arrows. (#2244)
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- Backends: Vulkan: Call vkCmdSetScissor() at the end of render with a full-viewport to reduce
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likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling
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vkCmdSetScissor() explicitly every frame. (#4644)
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@ -341,7 +341,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- nav: NavFlattened: broken: in typical usage scenario, the items of a fully clipped child are currently not considered to enter into a NavFlattened child.
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- nav: NavFlattened: cannot access menu-bar of a flattened child window with Alt/menu key (not a very common use case..).
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- nav: simulate right-click or context activation? (SHIFT+F10)
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- nav/tabbing: refactor old tabbing system and turn into navigation, should pass through all widgets (in submission order?).
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- nav/popup: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys, default validation button, etc.
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- nav/treenode: left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?)
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- nav/menus: pressing left-right on a vertically clipped menu bar tends to jump to the collapse/close buttons.
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232
imgui.cpp
232
imgui.cpp
@ -916,6 +916,7 @@ static void NavUpdateWindowing();
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static void NavUpdateWindowingOverlay();
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static void NavUpdateCancelRequest();
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static void NavUpdateCreateMoveRequest();
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static void NavUpdateCreateTabbingRequest();
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static float NavUpdatePageUpPageDown();
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static inline void NavUpdateAnyRequestFlag();
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static void NavUpdateCreateWrappingRequest();
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@ -923,6 +924,7 @@ static void NavEndFrame();
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static bool NavScoreItem(ImGuiNavItemData* result);
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static void NavApplyItemToResult(ImGuiNavItemData* result);
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static void NavProcessItem();
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static void NavProcessItemForTabbingRequest(ImGuiWindow* window, ImGuiID id);
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static ImVec2 NavCalcPreferredRefPos();
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static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);
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static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window);
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@ -940,7 +942,6 @@ static void UpdateDebugToolStackQueries();
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static void UpdateSettings();
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static void UpdateMouseInputs();
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static void UpdateMouseWheel();
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static void UpdateTabFocus();
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static bool UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);
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static void RenderWindowOuterBorders(ImGuiWindow* window);
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static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);
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@ -2280,9 +2281,11 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items
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int end = (int)((rect.Max.y - pos.y) / items_height);
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// When performing a navigation request, ensure we have one item extra in the direction we are moving to
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if (g.NavMoveScoringItems && g.NavMoveClipDir == ImGuiDir_Up)
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// FIXME: Verify this works with tabbing
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const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
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if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up)
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start--;
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if (g.NavMoveScoringItems && g.NavMoveClipDir == ImGuiDir_Down)
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if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down)
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end++;
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start = ImClamp(start, 0, items_count);
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@ -2483,8 +2486,11 @@ bool ImGuiListClipper::Step()
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else
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{
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// Add range selected to be included for navigation
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if (g.NavMoveScoringItems)
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const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
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if (is_nav_request)
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data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0));
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if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && g.NavTabbingDir == -1)
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data->Ranges.push_back(ImGuiListClipperRange::FromIndices(ItemsCount - 1, ItemsCount));
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// Add focused/active item
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ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]);
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@ -2492,8 +2498,8 @@ bool ImGuiListClipper::Step()
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data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0));
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// Add visible range
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const int off_min = (g.NavMoveScoringItems && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0;
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const int off_max = (g.NavMoveScoringItems && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0;
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const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0;
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const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0;
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data->Ranges.push_back(ImGuiListClipperRange::FromPositions(window->ClipRect.Min.y, window->ClipRect.Max.y, off_min, off_max));
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}
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@ -3179,7 +3185,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
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if (id)
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{
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g.ActiveIdIsAlive = id;
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g.ActiveIdSource = (g.NavActivateId == id || g.NavActivateInputId == id || g.NavJustTabbedId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse;
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g.ActiveIdSource = (g.NavActivateId == id || g.NavActivateInputId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse;
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}
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// Clear declaration of inputs claimed by the widget
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@ -3367,48 +3373,6 @@ bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id)
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return false;
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}
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// Called by ItemAdd()
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// Process TAB/Shift+TAB. Be mindful that this function may _clear_ the ActiveID when tabbing out.
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// [WIP] This will eventually be refactored and moved into NavProcessItem()
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void ImGui::ItemInputable(ImGuiWindow* window, ImGuiID id)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(id != 0 && id == g.LastItemData.ID);
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// Increment counters
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// FIXME: ImGuiItemFlags_Disabled should disable more.
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const bool is_tab_stop = (g.LastItemData.InFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0;
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if (is_tab_stop)
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{
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window->DC.FocusCounterTabStop++;
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if (g.NavId == id)
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g.NavIdTabCounter = window->DC.FocusCounterTabStop;
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}
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// Process TAB/Shift-TAB to tab *OUT* of the currently focused item.
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// (Note that we can always TAB out of a widget that doesn't allow tabbing in)
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if (g.ActiveId == id && g.TabFocusPressed && g.TabFocusRequestNextWindow == NULL)
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{
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g.TabFocusRequestNextWindow = window;
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g.TabFocusRequestNextCounterTabStop = window->DC.FocusCounterTabStop + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items.
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}
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// Handle focus requests
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if (g.TabFocusRequestCurrWindow == window)
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{
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if (is_tab_stop && window->DC.FocusCounterTabStop == g.TabFocusRequestCurrCounterTabStop)
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{
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g.NavJustTabbedId = id; // FIXME-NAV: aim to eventually set in NavUpdate() once we finish the refactor
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g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_FocusedByTabbing;
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return;
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}
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// If another item is about to be focused, we clear our own active id
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if (g.ActiveId == id)
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ClearActiveID();
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}
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}
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float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
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{
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if (wrap_pos_x < 0.0f)
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@ -3903,44 +3867,6 @@ void ImGui::UpdateMouseWheel()
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}
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}
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void ImGui::UpdateTabFocus()
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{
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ImGuiContext& g = *GImGui;
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// Pressing TAB activate widget focus
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g.TabFocusPressed = false;
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if (g.NavWindow && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
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if (!g.IO.KeyCtrl && !g.IO.KeyAlt && IsKeyPressedMap(ImGuiKey_Tab) && !IsActiveIdUsingKey(ImGuiKey_Tab))
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g.TabFocusPressed = true;
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if (g.ActiveId == 0 && g.TabFocusPressed)
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{
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// - This path is only taken when no widget are active/tabbed-into yet.
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// Subsequent tabbing will be processed by FocusableItemRegister()
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// - Note that SetKeyboardFocusHere() sets the Next fields mid-frame. To be consistent we also
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// manipulate the Next fields here even though they will be turned into Curr fields below.
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g.TabFocusRequestNextWindow = g.NavWindow;
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if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX)
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g.TabFocusRequestNextCounterTabStop = g.NavIdTabCounter + (g.IO.KeyShift ? -1 : 0);
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else
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g.TabFocusRequestNextCounterTabStop = g.IO.KeyShift ? -1 : 0;
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}
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// Turn queued focus request into current one
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g.TabFocusRequestCurrWindow = NULL;
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g.TabFocusRequestCurrCounterTabStop = INT_MAX;
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if (g.TabFocusRequestNextWindow != NULL)
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{
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ImGuiWindow* window = g.TabFocusRequestNextWindow;
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g.TabFocusRequestCurrWindow = window;
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if (g.TabFocusRequestNextCounterTabStop != INT_MAX && window->DC.FocusCounterTabStop != -1)
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g.TabFocusRequestCurrCounterTabStop = ImModPositive(g.TabFocusRequestNextCounterTabStop, window->DC.FocusCounterTabStop + 1);
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g.TabFocusRequestNextWindow = NULL;
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g.TabFocusRequestNextCounterTabStop = INT_MAX;
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}
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g.NavIdTabCounter = INT_MAX;
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}
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// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
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void ImGui::UpdateHoveredWindowAndCaptureFlags()
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{
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@ -4186,9 +4112,6 @@ void ImGui::NewFrame()
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// Mouse wheel scrolling, scale
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UpdateMouseWheel();
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// Update legacy TAB focus
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UpdateTabFocus();
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// Mark all windows as not visible and compact unused memory.
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IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size);
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const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer;
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@ -6399,7 +6322,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->DC.CurrentColumns = NULL;
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window->DC.LayoutType = ImGuiLayoutType_Vertical;
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window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
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window->DC.FocusCounterTabStop = -1;
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window->DC.ItemWidth = window->ItemWidthDefault;
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window->DC.TextWrapPos = -1.0f; // disabled
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@ -7185,11 +7107,16 @@ void ImGui::SetKeyboardFocusHere(int offset)
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IM_ASSERT(offset >= -1); // -1 is allowed but not below
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g.NavWindow = window;
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ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
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NavMoveRequestSubmit(ImGuiDir_None, ImGuiDir_None, ImGuiNavMoveFlags_Tabbing, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
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NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, ImGuiNavMoveFlags_Tabbing | ImGuiNavMoveFlags_FocusApi, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
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if (offset == -1)
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NavMoveRequestResolveWithLastItem();
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{
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NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);
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}
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else
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g.NavTabbingInputableRemaining = offset + 1;
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{
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g.NavTabbingDir = 1;
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g.NavTabbingCounter = offset + 1;
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}
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}
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void ImGui::SetItemDefaultFocus()
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@ -7671,11 +7598,6 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu
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return false;
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//if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]
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// [WIP] Tab stop handling (previously was using internal FocusableItemRegister() api)
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// FIXME-NAV: We would now want to move this before the clipping test, but this would require being able to scroll and currently this would mean an extra frame. (#4079, #343)
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if (extra_flags & ImGuiItemFlags_Inputable)
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ItemInputable(window, id);
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// We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
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if (IsMouseHoveringRect(bb.Min, bb.Max))
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g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect;
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@ -9117,19 +9039,17 @@ static void ImGui::NavProcessItem()
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// FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy)
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if (g.NavMoveScoringItems)
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{
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if (item_flags & ImGuiItemFlags_Inputable)
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g.NavTabbingInputableRemaining--;
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if ((g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav)))
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const bool is_tab_stop = (item_flags & ImGuiItemFlags_Inputable) && (item_flags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0;
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const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) != 0;
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if (is_tabbing)
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{
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if (is_tab_stop || (g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi))
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NavProcessItemForTabbingRequest(window, id);
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}
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else if ((g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav)))
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{
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ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
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if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing)
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{
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if (g.NavTabbingInputableRemaining == 0)
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NavMoveRequestResolveWithLastItem();
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}
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else
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if (!is_tabbing)
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{
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if (NavScoreItem(result))
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NavApplyItemToResult(result);
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@ -9155,6 +9075,52 @@ static void ImGui::NavProcessItem()
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}
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}
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// Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest().
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// Note that SetKeyboardFocusHere() API calls are considered tabbing requests!
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// - Case 1: no nav/active id: set result to first eligible item, stop storing.
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// - Case 2: tab forward: on ref id set counter, on counter elapse store result
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// - Case 3: tab forward wrap: set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request
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// - Case 4: tab backward: store all results, on ref id pick prev, stop storing
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// - Case 5: tab backward wrap: store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested
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void ImGui::NavProcessItemForTabbingRequest(ImGuiWindow* window, ImGuiID id)
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{
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ImGuiContext& g = *GImGui;
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ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
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if (g.NavTabbingDir == +1)
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{
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// Tab Forward or SetKeyboardFocusHere() with >= 0
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if (g.NavTabbingResultFirst.ID == 0)
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NavApplyItemToResult(&g.NavTabbingResultFirst);
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if (--g.NavTabbingCounter == 0)
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NavMoveRequestResolveWithLastItem(result);
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else if (g.NavId == id)
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g.NavTabbingCounter = 1;
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}
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else if (g.NavTabbingDir == -1)
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{
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// Tab Backward
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if (g.NavId == id)
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{
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if (result->ID)
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{
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g.NavMoveScoringItems = false;
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NavUpdateAnyRequestFlag();
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}
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}
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else
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{
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NavApplyItemToResult(result);
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}
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}
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else if (g.NavTabbingDir == 0)
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{
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// Tab Init
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if (g.NavTabbingResultFirst.ID == 0)
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NavMoveRequestResolveWithLastItem(&g.NavTabbingResultFirst);
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}
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}
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bool ImGui::NavMoveRequestButNoResultYet()
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{
|
||||
ImGuiContext& g = *GImGui;
|
||||
@ -9178,18 +9144,18 @@ void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavM
|
||||
g.NavMoveScrollFlags = scroll_flags;
|
||||
g.NavMoveForwardToNextFrame = false;
|
||||
g.NavMoveKeyMods = g.IO.KeyMods;
|
||||
g.NavTabbingInputableRemaining = 0;
|
||||
g.NavTabbingCounter = 0;
|
||||
g.NavMoveResultLocal.Clear();
|
||||
g.NavMoveResultLocalVisible.Clear();
|
||||
g.NavMoveResultOther.Clear();
|
||||
NavUpdateAnyRequestFlag();
|
||||
}
|
||||
|
||||
void ImGui::NavMoveRequestResolveWithLastItem()
|
||||
void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
g.NavMoveScoringItems = false; // Ensure request doesn't need more processing
|
||||
NavApplyItemToResult(&g.NavMoveResultLocal);
|
||||
NavApplyItemToResult(result);
|
||||
NavUpdateAnyRequestFlag();
|
||||
}
|
||||
|
||||
@ -9424,7 +9390,7 @@ static void ImGui::NavUpdate()
|
||||
// Process navigation move request
|
||||
if (g.NavMoveSubmitted)
|
||||
NavMoveRequestApplyResult();
|
||||
g.NavTabbingInputableRemaining = 0;
|
||||
g.NavTabbingCounter = 0;
|
||||
g.NavMoveSubmitted = g.NavMoveScoringItems = false;
|
||||
|
||||
// Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling)
|
||||
@ -9433,8 +9399,6 @@ static void ImGui::NavUpdate()
|
||||
if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
|
||||
set_mouse_pos = true;
|
||||
g.NavMousePosDirty = false;
|
||||
g.NavIdIsAlive = false;
|
||||
g.NavJustTabbedId = 0;
|
||||
IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu);
|
||||
|
||||
// Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0
|
||||
@ -9496,7 +9460,10 @@ static void ImGui::NavUpdate()
|
||||
|
||||
// Process move requests
|
||||
NavUpdateCreateMoveRequest();
|
||||
if (g.NavMoveDir == ImGuiDir_None)
|
||||
NavUpdateCreateTabbingRequest();
|
||||
NavUpdateAnyRequestFlag();
|
||||
g.NavIdIsAlive = false;
|
||||
|
||||
// Scrolling
|
||||
if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
|
||||
@ -9668,6 +9635,31 @@ void ImGui::NavUpdateCreateMoveRequest()
|
||||
g.NavScoringNoClipRect.Add(scoring_rect);
|
||||
}
|
||||
|
||||
void ImGui::NavUpdateCreateTabbingRequest()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = g.NavWindow;
|
||||
IM_ASSERT(g.NavMoveDir == ImGuiDir_None);
|
||||
if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs))
|
||||
return;
|
||||
|
||||
const bool tab_pressed = IsKeyPressedMap(ImGuiKey_Tab, true) && !IsActiveIdUsingKey(ImGuiKey_Tab) && !g.IO.KeyCtrl && !g.IO.KeyAlt;
|
||||
if (!tab_pressed)
|
||||
return;
|
||||
|
||||
// Initiate tabbing request
|
||||
// (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!)
|
||||
// Initially this was designed to use counters and modulo arithmetic, but that could not work with unsubmitted items (list clipper). Instead we use a strategy close to other move requests.
|
||||
// See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping.
|
||||
//// FIXME: We use (g.ActiveId == 0) but (g.NavDisableHighlight == false) might be righter once we can tab through anything
|
||||
g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1;
|
||||
ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
|
||||
ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down;
|
||||
NavMoveRequestSubmit(ImGuiDir_None, clip_dir, ImGuiNavMoveFlags_Tabbing, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
|
||||
g.NavTabbingResultFirst.Clear();
|
||||
g.NavTabbingCounter = -1;
|
||||
}
|
||||
|
||||
// Apply result from previous frame navigation directional move request. Always called from NavUpdate()
|
||||
void ImGui::NavMoveRequestApplyResult()
|
||||
{
|
||||
@ -9680,6 +9672,14 @@ void ImGui::NavMoveRequestApplyResult()
|
||||
// Select which result to use
|
||||
ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL;
|
||||
|
||||
// Tabbing forward wrap
|
||||
if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing)
|
||||
if (g.NavTabbingCounter == 1 || g.NavTabbingDir == 0)
|
||||
{
|
||||
IM_ASSERT(g.NavTabbingResultFirst.ID != 0);
|
||||
result = &g.NavTabbingResultFirst;
|
||||
}
|
||||
|
||||
// In a situation when there is no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result)
|
||||
if (result == NULL)
|
||||
{
|
||||
|
2
imgui.h
2
imgui.h
@ -64,7 +64,7 @@ Index of this file:
|
||||
// Version
|
||||
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
|
||||
#define IMGUI_VERSION "1.86 WIP"
|
||||
#define IMGUI_VERSION_NUM 18507
|
||||
#define IMGUI_VERSION_NUM 18508
|
||||
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
|
||||
#define IMGUI_HAS_TABLE
|
||||
|
||||
|
@ -1247,9 +1247,10 @@ enum ImGuiNavMoveFlags_
|
||||
ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword, probably unnecessary
|
||||
ImGuiNavMoveFlags_Forwarded = 1 << 7,
|
||||
ImGuiNavMoveFlags_DebugNoResult = 1 << 8, // Dummy scoring for debug purpose, don't apply result
|
||||
ImGuiNavMoveFlags_Tabbing = 1 << 9, // == Focus + Activate if item is Inputable + DontChangeNavHighlight
|
||||
ImGuiNavMoveFlags_Activate = 1 << 10,
|
||||
ImGuiNavMoveFlags_DontSetNavHighlight = 1 << 11 // Do not alter the visible state of keyboard vs mouse nav highlight
|
||||
ImGuiNavMoveFlags_FocusApi = 1 << 9,
|
||||
ImGuiNavMoveFlags_Tabbing = 1 << 10, // == Focus + Activate if item is Inputable + DontChangeNavHighlight
|
||||
ImGuiNavMoveFlags_Activate = 1 << 11,
|
||||
ImGuiNavMoveFlags_DontSetNavHighlight = 1 << 12 // Do not alter the visible state of keyboard vs mouse nav highlight
|
||||
};
|
||||
|
||||
enum ImGuiNavLayer
|
||||
@ -1582,7 +1583,6 @@ struct ImGuiContext
|
||||
ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0
|
||||
ImGuiID NavActivateInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0; ImGuiActivateFlags_PreferInput will be set and NavActivateId will be 0.
|
||||
ImGuiActivateFlags NavActivateFlags;
|
||||
ImGuiID NavJustTabbedId; // Just tabbed to this id.
|
||||
ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest).
|
||||
ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest).
|
||||
ImGuiKeyModFlags NavJustMovedToKeyMods;
|
||||
@ -1590,7 +1590,6 @@ struct ImGuiContext
|
||||
ImGuiActivateFlags NavNextActivateFlags;
|
||||
ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.
|
||||
ImGuiNavLayer 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.
|
||||
int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing
|
||||
bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid
|
||||
bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default)
|
||||
bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover)
|
||||
@ -1614,10 +1613,12 @@ struct ImGuiContext
|
||||
ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring.
|
||||
ImRect NavScoringNoClipRect; // Some nav operations (such as PageUp/PageDown) enforce a region which clipper will attempt to always keep submitted
|
||||
int NavScoringDebugCount; // Metrics for debugging
|
||||
int NavTabbingInputableRemaining; // >0 when counting items for tabbing
|
||||
int NavTabbingDir; // Generally -1 or +1, 0 when tabbing without a nav id
|
||||
int NavTabbingCounter; // >0 when counting items for tabbing
|
||||
ImGuiNavItemData NavMoveResultLocal; // Best move request candidate within NavWindow
|
||||
ImGuiNavItemData NavMoveResultLocalVisible; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)
|
||||
ImGuiNavItemData NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)
|
||||
ImGuiNavItemData NavTabbingResultFirst; // First tabbing request candidate within NavWindow and flattened hierarchy
|
||||
|
||||
// Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize)
|
||||
ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most!
|
||||
@ -1627,13 +1628,6 @@ struct ImGuiContext
|
||||
float NavWindowingHighlightAlpha;
|
||||
bool NavWindowingToggleLayer;
|
||||
|
||||
// Legacy Focus/Tabbing system (older than Nav, active even if Nav is disabled, misnamed. FIXME-NAV: This needs a redesign!)
|
||||
ImGuiWindow* TabFocusRequestCurrWindow; //
|
||||
ImGuiWindow* TabFocusRequestNextWindow; //
|
||||
int TabFocusRequestCurrCounterTabStop; // Tab item being requested for focus, stored as an index
|
||||
int TabFocusRequestNextCounterTabStop; // "
|
||||
bool TabFocusPressed; // Set in NewFrame() when user pressed Tab
|
||||
|
||||
// Render
|
||||
float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list)
|
||||
ImGuiMouseCursor MouseCursor;
|
||||
@ -1800,12 +1794,11 @@ struct ImGuiContext
|
||||
|
||||
NavWindow = NULL;
|
||||
NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavActivateInputId = 0;
|
||||
NavJustTabbedId = NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;
|
||||
NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;
|
||||
NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None;
|
||||
NavJustMovedToKeyMods = ImGuiKeyModFlags_None;
|
||||
NavInputSource = ImGuiInputSource_None;
|
||||
NavLayer = ImGuiNavLayer_Main;
|
||||
NavIdTabCounter = INT_MAX;
|
||||
NavIdIsAlive = false;
|
||||
NavMousePosDirty = false;
|
||||
NavDisableHighlight = true;
|
||||
@ -1822,17 +1815,13 @@ struct ImGuiContext
|
||||
NavMoveKeyMods = ImGuiKeyModFlags_None;
|
||||
NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None;
|
||||
NavScoringDebugCount = 0;
|
||||
NavTabbingInputableRemaining = 0;
|
||||
NavTabbingDir = 0;
|
||||
NavTabbingCounter = 0;
|
||||
|
||||
NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL;
|
||||
NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;
|
||||
NavWindowingToggleLayer = false;
|
||||
|
||||
TabFocusRequestCurrWindow = TabFocusRequestNextWindow = NULL;
|
||||
TabFocusRequestCurrCounterTabStop = INT_MAX;
|
||||
TabFocusRequestNextCounterTabStop = INT_MAX;
|
||||
TabFocusPressed = false;
|
||||
|
||||
DimBgRatio = 0.0f;
|
||||
MouseCursor = ImGuiMouseCursor_Arrow;
|
||||
|
||||
@ -1939,7 +1928,6 @@ struct IMGUI_API ImGuiWindowTempData
|
||||
int CurrentTableIdx; // Current table index (into g.Tables)
|
||||
ImGuiLayoutType LayoutType;
|
||||
ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin()
|
||||
int FocusCounterTabStop; // (Legacy Focus/Tabbing system) Same, but only count widgets which you can Tab through.
|
||||
|
||||
// Local parameters stacks
|
||||
// We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
|
||||
@ -2501,7 +2489,6 @@ namespace ImGui
|
||||
IMGUI_API void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f);
|
||||
IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemFlags extra_flags = 0);
|
||||
IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id);
|
||||
IMGUI_API void ItemInputable(ImGuiWindow* window, ImGuiID id);
|
||||
IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id);
|
||||
IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h);
|
||||
IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);
|
||||
@ -2561,7 +2548,7 @@ namespace ImGui
|
||||
IMGUI_API bool NavMoveRequestButNoResultYet();
|
||||
IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags);
|
||||
IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags);
|
||||
IMGUI_API void NavMoveRequestResolveWithLastItem();
|
||||
IMGUI_API void NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result);
|
||||
IMGUI_API void NavMoveRequestCancel();
|
||||
IMGUI_API void NavMoveRequestApplyResult();
|
||||
IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);
|
||||
|
Loading…
Reference in New Issue
Block a user