Nav: Tweaked CTRL+TAB to hide visual noise on fast switch + fading out screen dimming and highlight to make the experience less harsh

This commit is contained in:
omar 2018-07-26 19:00:17 +02:00
parent f22024cb19
commit 1b646a4440
2 changed files with 33 additions and 16 deletions

View File

@ -862,6 +862,10 @@ static const ImS64 IM_S64_MAX = 9223372036854775807ll;
static const ImU64 IM_U64_MIN = 0; static const ImU64 IM_U64_MIN = 0;
static const ImU64 IM_U64_MAX = 0xFFFFFFFFFFFFFFFFull; static const ImU64 IM_U64_MAX = 0xFFFFFFFFFFFFFFFFull;
// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch.
static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in
static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear
//------------------------------------------------------------------------- //-------------------------------------------------------------------------
// Forward Declarations // Forward Declarations
//------------------------------------------------------------------------- //-------------------------------------------------------------------------
@ -3108,7 +3112,7 @@ static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
if (!window_target) if (!window_target)
window_target = FindWindowNavigable((focus_change_dir < 0) ? (g.Windows.Size - 1) : 0, i_current, focus_change_dir); window_target = FindWindowNavigable((focus_change_dir < 0) ? (g.Windows.Size - 1) : 0, i_current, focus_change_dir);
if (window_target) // Don't reset windowing target if there's a single window in the list if (window_target) // Don't reset windowing target if there's a single window in the list
g.NavWindowingTarget = window_target; g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;
g.NavWindowingToggleLayer = false; g.NavWindowingToggleLayer = false;
} }
@ -3126,23 +3130,32 @@ static void ImGui::NavUpdateWindowing()
return; return;
} }
// Fade out
if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)
{
g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - g.IO.DeltaTime * 10.0f, 0.0f);
if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
g.NavWindowingTargetAnim = NULL;
}
// Start CTRL-TAB or Square+L/R window selection
bool start_windowing_with_gamepad = !g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed); bool start_windowing_with_gamepad = !g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed);
bool start_windowing_with_keyboard = !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard); bool start_windowing_with_keyboard = !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard);
if (start_windowing_with_gamepad || start_windowing_with_keyboard) if (start_windowing_with_gamepad || start_windowing_with_keyboard)
if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavigable(g.Windows.Size - 1, -INT_MAX, -1)) if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavigable(g.Windows.Size - 1, -INT_MAX, -1))
{ {
g.NavWindowingTarget = window; g.NavWindowingTarget = g.NavWindowingTargetAnim = window;
g.NavWindowingHighlightTimer = g.NavWindowingHighlightAlpha = 0.0f; g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true; g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true;
g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad; g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad;
} }
// Gamepad update // Gamepad update
g.NavWindowingHighlightTimer += g.IO.DeltaTime; g.NavWindowingTimer += g.IO.DeltaTime;
if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavGamepad) if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavGamepad)
{ {
// Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise
g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingHighlightTimer - 0.20f) / 0.05f)); g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));
// Select window to focus // Select window to focus
const int focus_change_dir = (int)IsNavInputPressed(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputPressed(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow); const int focus_change_dir = (int)IsNavInputPressed(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputPressed(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow);
@ -3168,7 +3181,7 @@ static void ImGui::NavUpdateWindowing()
if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavKeyboard) if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavKeyboard)
{ {
// Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingHighlightTimer - 0.15f) / 0.04f)); // 1.0f g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
if (IsKeyPressedMap(ImGuiKey_Tab, true)) if (IsKeyPressedMap(ImGuiKey_Tab, true))
NavUpdateWindowingHighlightWindow(g.IO.KeyShift ? +1 : -1); NavUpdateWindowingHighlightWindow(g.IO.KeyShift ? +1 : -1);
if (!g.IO.KeyCtrl) if (!g.IO.KeyCtrl)
@ -3253,6 +3266,9 @@ void ImGui::NavUpdateWindowingList()
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
IM_ASSERT(g.NavWindowingTarget != NULL); IM_ASSERT(g.NavWindowingTarget != NULL);
if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY)
return;
if (g.NavWindowingList == NULL) if (g.NavWindowingList == NULL)
g.NavWindowingList = FindWindowByName("###NavWindowingList"); g.NavWindowingList = FindWindowByName("###NavWindowingList");
ImGuiViewportP* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ (ImGuiViewportP*)GetMainViewport(); ImGuiViewportP* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ (ImGuiViewportP*)GetMainViewport();
@ -4414,10 +4430,10 @@ void ImGui::NewFrame()
UpdateMouseMovingWindow(); UpdateMouseMovingWindow();
// Background darkening/whitening // Background darkening/whitening
if (GetFrontMostPopupModal() != NULL || g.NavWindowingTarget != NULL) if (GetFrontMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f))
g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f); g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f);
else else
g.DimBgRatio = 0.0f; g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f);
g.MouseCursor = ImGuiMouseCursor_Arrow; g.MouseCursor = ImGuiMouseCursor_Arrow;
g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1; g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;
@ -4940,7 +4956,7 @@ void ImGui::EndFrame()
// Draw modal whitening background on _other_ viewports than the one the modal is one // Draw modal whitening background on _other_ viewports than the one the modal is one
ImGuiWindow* modal_window = GetFrontMostPopupModal(); ImGuiWindow* modal_window = GetFrontMostPopupModal();
const bool dim_bg_for_modal = (modal_window != NULL); const bool dim_bg_for_modal = (modal_window != NULL);
const bool dim_bg_for_window_list = (g.NavWindowingTarget != NULL); const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL);
if (dim_bg_for_modal || dim_bg_for_window_list) if (dim_bg_for_modal || dim_bg_for_window_list)
for (int viewport_n = 0; viewport_n < g.Viewports.Size; viewport_n++) for (int viewport_n = 0; viewport_n < g.Viewports.Size; viewport_n++)
{ {
@ -4949,7 +4965,7 @@ void ImGui::EndFrame()
continue; continue;
if (g.NavWindowingList && viewport == g.NavWindowingList->Viewport) if (g.NavWindowingList && viewport == g.NavWindowingList->Viewport)
continue; continue;
if (g.NavWindowingTarget && viewport == g.NavWindowingTarget->Viewport) if (g.NavWindowingTargetAnim && viewport == g.NavWindowingTargetAnim->Viewport)
continue; continue;
ImDrawList* draw_list = GetOverlayDrawList(viewport); ImDrawList* draw_list = GetOverlayDrawList(viewport);
const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio); const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio);
@ -7444,7 +7460,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Draw modal or window list full viewport dimming background (for other viewports we'll render them in EndFrame) // Draw modal or window list full viewport dimming background (for other viewports we'll render them in EndFrame)
const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetFrontMostPopupModal() && window->HiddenFrames <= 0; const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetFrontMostPopupModal() && window->HiddenFrames <= 0;
const bool dim_bg_for_window_list = g.NavWindowingTarget && ((window == g.NavWindowingTarget->RootWindow) || (g.NavWindowingList && (window == g.NavWindowingList) && g.NavWindowingList->Viewport != g.NavWindowingTarget->Viewport)); const bool dim_bg_for_window_list = g.NavWindowingTargetAnim && ((window == g.NavWindowingTargetAnim->RootWindow) || (g.NavWindowingList && (window == g.NavWindowingList) && g.NavWindowingList->Viewport != g.NavWindowingTargetAnim->Viewport));
if (dim_bg_for_modal || dim_bg_for_window_list) if (dim_bg_for_modal || dim_bg_for_window_list)
{ {
const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio); const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio);
@ -7452,7 +7468,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
} }
// Draw navigation selection/windowing rectangle background // Draw navigation selection/windowing rectangle background
if (dim_bg_for_window_list && window == g.NavWindowingTarget->RootWindow) if (dim_bg_for_window_list && window == g.NavWindowingTargetAnim)
{ {
ImRect bb = window->Rect(); ImRect bb = window->Rect();
bb.Expand(g.FontSize); bb.Expand(g.FontSize);
@ -7536,7 +7552,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
} }
// Draw navigation selection/windowing rectangle border // Draw navigation selection/windowing rectangle border
if (g.NavWindowingTarget == window) if (g.NavWindowingTargetAnim == window)
{ {
float rounding = ImMax(window->WindowRounding, g.Style.WindowRounding); float rounding = ImMax(window->WindowRounding, g.Style.WindowRounding);
ImRect bb = window->Rect(); ImRect bb = window->Rect();

View File

@ -719,8 +719,9 @@ struct ImGuiContext
ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring. ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
int NavScoringCount; // Metrics for debugging int NavScoringCount; // Metrics for debugging
ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed front-most. ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed front-most.
ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f
ImGuiWindow* NavWindowingList; ImGuiWindow* NavWindowingList;
float NavWindowingHighlightTimer; float NavWindowingTimer;
float NavWindowingHighlightAlpha; float NavWindowingHighlightAlpha;
bool NavWindowingToggleLayer; bool NavWindowingToggleLayer;
int 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 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.
@ -853,8 +854,8 @@ struct ImGuiContext
NavInputSource = ImGuiInputSource_None; NavInputSource = ImGuiInputSource_None;
NavScoringRectScreen = ImRect(); NavScoringRectScreen = ImRect();
NavScoringCount = 0; NavScoringCount = 0;
NavWindowingTarget = NavWindowingList = NULL; NavWindowingTarget = NavWindowingTargetAnim = NavWindowingList = NULL;
NavWindowingHighlightTimer = NavWindowingHighlightAlpha = 0.0f; NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;
NavWindowingToggleLayer = false; NavWindowingToggleLayer = false;
NavLayer = 0; NavLayer = 0;
NavIdTabCounter = INT_MAX; NavIdTabCounter = INT_MAX;