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Internals: Rename NavFocusScopePath to NavFocusRoute + fixed a static analyzer warning.
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parent
46e5f44ec8
commit
1cc0eb4d32
21
imgui.cpp
21
imgui.cpp
@ -7824,7 +7824,7 @@ void ImGui::SetNavFocusScope(ImGuiID focus_scope_id)
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{
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ImGuiContext& g = *GImGui;
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g.NavFocusScopeId = focus_scope_id;
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g.NavFocusScopePath.resize(0); // Invalidate
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g.NavFocusRoute.resize(0); // Invalidate
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if (focus_scope_id == 0)
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return;
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IM_ASSERT(g.NavWindow != NULL);
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@ -7834,17 +7834,17 @@ void ImGui::SetNavFocusScope(ImGuiID focus_scope_id)
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{
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// Top of focus stack contains local focus scopes inside current window
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for (int n = g.FocusScopeStack.Size - 1; n >= 0 && g.FocusScopeStack.Data[n].WindowID == g.CurrentWindow->ID; n--)
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g.NavFocusScopePath.push_back(g.FocusScopeStack.Data[n]);
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g.NavFocusRoute.push_back(g.FocusScopeStack.Data[n]);
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}
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else if (focus_scope_id == g.NavWindow->NavRootFocusScopeId)
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g.NavFocusScopePath.push_back({ focus_scope_id, g.NavWindow->ID });
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g.NavFocusRoute.push_back({ focus_scope_id, g.NavWindow->ID });
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else
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return;
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// Then follow on manually set ParentWindowForFocusRoute field (#6798)
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for (ImGuiWindow* window = g.NavWindow->ParentWindowForFocusRoute; window != NULL; window = window->ParentWindowForFocusRoute)
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g.NavFocusScopePath.push_back({ window->NavRootFocusScopeId, window->ID });
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IM_ASSERT(g.NavFocusScopePath.Size < 100); // Maximum depth is technically 251 as per CalcRoutingScore(): 254 - 3
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g.NavFocusRoute.push_back({ window->NavRootFocusScopeId, window->ID });
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IM_ASSERT(g.NavFocusRoute.Size < 100); // Maximum depth is technically 251 as per CalcRoutingScore(): 254 - 3
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}
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// Focus = move navigation cursor, set scrolling, set focus window.
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@ -8360,10 +8360,11 @@ static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInput
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// - When Window/ChildB is focused -> Window scores 4, Window/ChildB scores 3 (best)
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// Assuming only WindowA is submitting a routing request,
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// - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score.
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// This essentially follow the window->ParentWindowForFocusRoute chain.
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if (focus_scope_id == 0)
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return 255;
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for (int index_in_focus_path = 0; index_in_focus_path < g.NavFocusScopePath.Size; index_in_focus_path++)
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if (g.NavFocusScopePath.Data[index_in_focus_path].ID == focus_scope_id)
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for (int index_in_focus_path = 0; index_in_focus_path < g.NavFocusRoute.Size; index_in_focus_path++)
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if (g.NavFocusRoute.Data[index_in_focus_path].ID == focus_scope_id)
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return 3 + index_in_focus_path;
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return 255;
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@ -14531,10 +14532,10 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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Text("NavActivateFlags: %04X", g.NavActivateFlags);
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Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
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Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId);
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Text("NavFocusScopePath[] = ");
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for (int path_n = g.NavFocusScopePath.Size - 1; path_n >= 0; path_n--)
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Text("NavFocusRoute[] = ");
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for (int path_n = g.NavFocusRoute.Size - 1; path_n >= 0; path_n--)
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{
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const ImGuiFocusScopeData& focus_scope = g.NavFocusScopePath[path_n];
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const ImGuiFocusScopeData& focus_scope = g.NavFocusRoute[path_n];
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SameLine(0.0f, 0.0f);
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Text("0x%08X/", focus_scope.ID);
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SetItemTooltip("In window \"%s\"", FindWindowByID(focus_scope.WindowID)->Name);
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@ -2003,7 +2003,7 @@ struct ImGuiContext
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ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow'
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ImGuiID NavId; // Focused item for navigation
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ImGuiID NavFocusScopeId; // Focused focus scope (e.g. selection code often wants to "clear other items" when landing on an item of the same scope)
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ImVector<ImGuiFocusScopeData> NavFocusScopePath; // Reversed copy focus scope stack for NavId (should contains NavFocusScopeId)
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ImVector<ImGuiFocusScopeData> NavFocusRoute; // Reversed copy focus scope stack for NavId (should contains NavFocusScopeId). This essentially follow the window->ParentWindowForFocusRoute chain.
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ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem()
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ImGuiID NavActivateDownId; // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0
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ImGuiID NavActivatePressedId; // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat)
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@ -2387,6 +2387,7 @@ struct ImGuiContext
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FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0;
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FramerateSecPerFrameAccum = 0.0f;
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WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1;
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memset(TempKeychordName, 0, sizeof(TempKeychordName));
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}
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};
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