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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
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@ -1247,9 +1247,10 @@ enum ImGuiNavMoveFlags_
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ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword, probably unnecessary
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ImGuiNavMoveFlags_Forwarded = 1 << 7,
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ImGuiNavMoveFlags_DebugNoResult = 1 << 8, // Dummy scoring for debug purpose, don't apply result
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ImGuiNavMoveFlags_Tabbing = 1 << 9, // == Focus + Activate if item is Inputable + DontChangeNavHighlight
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ImGuiNavMoveFlags_Activate = 1 << 10,
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ImGuiNavMoveFlags_DontSetNavHighlight = 1 << 11 // Do not alter the visible state of keyboard vs mouse nav highlight
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ImGuiNavMoveFlags_FocusApi = 1 << 9,
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ImGuiNavMoveFlags_Tabbing = 1 << 10, // == Focus + Activate if item is Inputable + DontChangeNavHighlight
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ImGuiNavMoveFlags_Activate = 1 << 11,
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ImGuiNavMoveFlags_DontSetNavHighlight = 1 << 12 // Do not alter the visible state of keyboard vs mouse nav highlight
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};
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enum ImGuiNavLayer
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@ -1582,7 +1583,6 @@ struct ImGuiContext
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ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0
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ImGuiID NavActivateInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0; ImGuiActivateFlags_PreferInput will be set and NavActivateId will be 0.
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ImGuiActivateFlags NavActivateFlags;
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ImGuiID NavJustTabbedId; // Just tabbed to this id.
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ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest).
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ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest).
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ImGuiKeyModFlags NavJustMovedToKeyMods;
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@ -1590,7 +1590,6 @@ struct ImGuiContext
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ImGuiActivateFlags NavNextActivateFlags;
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ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.
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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.
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int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing
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bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid
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bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default)
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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)
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@ -1614,10 +1613,12 @@ struct ImGuiContext
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ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring.
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ImRect NavScoringNoClipRect; // Some nav operations (such as PageUp/PageDown) enforce a region which clipper will attempt to always keep submitted
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int NavScoringDebugCount; // Metrics for debugging
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int NavTabbingInputableRemaining; // >0 when counting items for tabbing
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int NavTabbingDir; // Generally -1 or +1, 0 when tabbing without a nav id
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int NavTabbingCounter; // >0 when counting items for tabbing
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ImGuiNavItemData NavMoveResultLocal; // Best move request candidate within NavWindow
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ImGuiNavItemData NavMoveResultLocalVisible; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)
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ImGuiNavItemData NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)
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ImGuiNavItemData NavTabbingResultFirst; // First tabbing request candidate within NavWindow and flattened hierarchy
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// Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize)
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ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most!
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@ -1627,13 +1628,6 @@ struct ImGuiContext
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float NavWindowingHighlightAlpha;
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bool NavWindowingToggleLayer;
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// Legacy Focus/Tabbing system (older than Nav, active even if Nav is disabled, misnamed. FIXME-NAV: This needs a redesign!)
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ImGuiWindow* TabFocusRequestCurrWindow; //
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ImGuiWindow* TabFocusRequestNextWindow; //
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int TabFocusRequestCurrCounterTabStop; // Tab item being requested for focus, stored as an index
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int TabFocusRequestNextCounterTabStop; // "
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bool TabFocusPressed; // Set in NewFrame() when user pressed Tab
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// Render
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float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list)
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ImGuiMouseCursor MouseCursor;
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@ -1800,12 +1794,11 @@ struct ImGuiContext
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NavWindow = NULL;
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NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavActivateInputId = 0;
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NavJustTabbedId = NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;
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NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;
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NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None;
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NavJustMovedToKeyMods = ImGuiKeyModFlags_None;
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NavInputSource = ImGuiInputSource_None;
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NavLayer = ImGuiNavLayer_Main;
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NavIdTabCounter = INT_MAX;
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NavIdIsAlive = false;
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NavMousePosDirty = false;
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NavDisableHighlight = true;
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@ -1822,17 +1815,13 @@ struct ImGuiContext
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NavMoveKeyMods = ImGuiKeyModFlags_None;
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NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None;
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NavScoringDebugCount = 0;
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NavTabbingInputableRemaining = 0;
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NavTabbingDir = 0;
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NavTabbingCounter = 0;
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NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL;
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NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;
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NavWindowingToggleLayer = false;
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TabFocusRequestCurrWindow = TabFocusRequestNextWindow = NULL;
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TabFocusRequestCurrCounterTabStop = INT_MAX;
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TabFocusRequestNextCounterTabStop = INT_MAX;
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TabFocusPressed = false;
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DimBgRatio = 0.0f;
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MouseCursor = ImGuiMouseCursor_Arrow;
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@ -1939,7 +1928,6 @@ struct IMGUI_API ImGuiWindowTempData
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int CurrentTableIdx; // Current table index (into g.Tables)
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ImGuiLayoutType LayoutType;
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ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin()
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int FocusCounterTabStop; // (Legacy Focus/Tabbing system) Same, but only count widgets which you can Tab through.
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// Local parameters stacks
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// 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.
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@ -2501,7 +2489,6 @@ namespace ImGui
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IMGUI_API void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f);
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IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemFlags extra_flags = 0);
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IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id);
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IMGUI_API void ItemInputable(ImGuiWindow* window, ImGuiID id);
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IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id);
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IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h);
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IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);
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@ -2561,7 +2548,7 @@ namespace ImGui
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IMGUI_API bool NavMoveRequestButNoResultYet();
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IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags);
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IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags);
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IMGUI_API void NavMoveRequestResolveWithLastItem();
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IMGUI_API void NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result);
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IMGUI_API void NavMoveRequestCancel();
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IMGUI_API void NavMoveRequestApplyResult();
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IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);
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