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Nav: Removed stateful NavMoveFromClampedRefRect and made it more explicit that nav move request from gamepad start from a clipped location.
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parent
4448734041
commit
1e8b9f84da
14
imgui.cpp
14
imgui.cpp
@ -8746,15 +8746,9 @@ static void ImGui::NavUpdate()
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// Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
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ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f / 10.0f, 10.0f);
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if (scroll_dir.x != 0.0f && window->ScrollbarX)
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{
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SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed));
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g.NavMoveFromClampedRefRect = true;
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}
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if (scroll_dir.y != 0.0f)
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{
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SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed));
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g.NavMoveFromClampedRefRect = true;
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}
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}
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// Reset search results
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@ -8762,8 +8756,10 @@ static void ImGui::NavUpdate()
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g.NavMoveResultLocalVisibleSet.Clear();
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g.NavMoveResultOther.Clear();
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// When we have manually scrolled (without using navigation) and NavId becomes out of bounds, we project its bounding box to the visible area to restart navigation within visible items
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if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == ImGuiNavLayer_Main)
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// When using gamepad, we project the reference nav bounding box into window visible area.
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// This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, since with gamepad every movements are relative
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// (can't focus a visible object like we can with the mouse).
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if (g.NavMoveRequest && g.NavInputSource == ImGuiInputSource_NavGamepad && g.NavLayer == ImGuiNavLayer_Main)
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{
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ImGuiWindow* window = g.NavWindow;
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ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1, 1), window->InnerRect.Max - window->Pos + ImVec2(1, 1));
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@ -8774,7 +8770,6 @@ static void ImGui::NavUpdate()
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window->NavRectRel[g.NavLayer].ClipWith(window_rect_rel);
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g.NavId = g.NavFocusScopeId = 0;
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}
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g.NavMoveFromClampedRefRect = false;
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}
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// For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
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@ -8856,7 +8851,6 @@ static void ImGui::NavUpdateMoveResult()
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g.NavJustMovedToKeyMods = g.NavMoveRequestKeyMods;
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}
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SetNavIDWithRectRel(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
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g.NavMoveFromClampedRefRect = false;
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}
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// Handle PageUp/PageDown/Home/End keys
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@ -1204,7 +1204,6 @@ struct ImGuiContext
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bool NavInitRequestFromMove;
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ImGuiID NavInitResultId; // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called)
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ImRect NavInitResultRectRel; // Init request result rectangle (relative to parent window)
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bool NavMoveFromClampedRefRect; // Set by manual scrolling, if we scroll to a point where NavId isn't visible we reset navigation from visible items
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bool NavMoveRequest; // Move request for this frame
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ImGuiNavMoveFlags NavMoveRequestFlags;
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ImGuiNavForward NavMoveRequestForward; // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu)
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@ -1390,7 +1389,6 @@ struct ImGuiContext
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NavInitRequest = false;
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NavInitRequestFromMove = false;
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NavInitResultId = 0;
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NavMoveFromClampedRefRect = false;
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NavMoveRequest = false;
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NavMoveRequestFlags = ImGuiNavMoveFlags_None;
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NavMoveRequestForward = ImGuiNavForward_None;
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