Nav: Removed stateful NavMoveFromClampedRefRect and made it more explicit that nav move request from gamepad start from a clipped location.

This commit is contained in:
ocornut 2020-08-26 11:28:35 +02:00
parent 4448734041
commit 1e8b9f84da
2 changed files with 4 additions and 12 deletions

View File

@ -8746,15 +8746,9 @@ static void ImGui::NavUpdate()
// Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds. // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f / 10.0f, 10.0f); ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f / 10.0f, 10.0f);
if (scroll_dir.x != 0.0f && window->ScrollbarX) if (scroll_dir.x != 0.0f && window->ScrollbarX)
{
SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed)); SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed));
g.NavMoveFromClampedRefRect = true;
}
if (scroll_dir.y != 0.0f) if (scroll_dir.y != 0.0f)
{
SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed)); SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed));
g.NavMoveFromClampedRefRect = true;
}
} }
// Reset search results // Reset search results
@ -8762,8 +8756,10 @@ static void ImGui::NavUpdate()
g.NavMoveResultLocalVisibleSet.Clear(); g.NavMoveResultLocalVisibleSet.Clear();
g.NavMoveResultOther.Clear(); g.NavMoveResultOther.Clear();
// 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 // When using gamepad, we project the reference nav bounding box into window visible area.
if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == ImGuiNavLayer_Main) // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, since with gamepad every movements are relative
// (can't focus a visible object like we can with the mouse).
if (g.NavMoveRequest && g.NavInputSource == ImGuiInputSource_NavGamepad && g.NavLayer == ImGuiNavLayer_Main)
{ {
ImGuiWindow* window = g.NavWindow; ImGuiWindow* window = g.NavWindow;
ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1, 1), window->InnerRect.Max - window->Pos + ImVec2(1, 1)); ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1, 1), window->InnerRect.Max - window->Pos + ImVec2(1, 1));
@ -8774,7 +8770,6 @@ static void ImGui::NavUpdate()
window->NavRectRel[g.NavLayer].ClipWith(window_rect_rel); window->NavRectRel[g.NavLayer].ClipWith(window_rect_rel);
g.NavId = g.NavFocusScopeId = 0; g.NavId = g.NavFocusScopeId = 0;
} }
g.NavMoveFromClampedRefRect = false;
} }
// 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) // 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)
@ -8856,7 +8851,6 @@ static void ImGui::NavUpdateMoveResult()
g.NavJustMovedToKeyMods = g.NavMoveRequestKeyMods; g.NavJustMovedToKeyMods = g.NavMoveRequestKeyMods;
} }
SetNavIDWithRectRel(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); SetNavIDWithRectRel(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
g.NavMoveFromClampedRefRect = false;
} }
// Handle PageUp/PageDown/Home/End keys // Handle PageUp/PageDown/Home/End keys

View File

@ -1204,7 +1204,6 @@ struct ImGuiContext
bool NavInitRequestFromMove; bool NavInitRequestFromMove;
ImGuiID NavInitResultId; // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called) ImGuiID NavInitResultId; // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called)
ImRect NavInitResultRectRel; // Init request result rectangle (relative to parent window) ImRect NavInitResultRectRel; // Init request result rectangle (relative to parent window)
bool NavMoveFromClampedRefRect; // Set by manual scrolling, if we scroll to a point where NavId isn't visible we reset navigation from visible items
bool NavMoveRequest; // Move request for this frame bool NavMoveRequest; // Move request for this frame
ImGuiNavMoveFlags NavMoveRequestFlags; ImGuiNavMoveFlags NavMoveRequestFlags;
ImGuiNavForward NavMoveRequestForward; // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu) ImGuiNavForward NavMoveRequestForward; // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu)
@ -1390,7 +1389,6 @@ struct ImGuiContext
NavInitRequest = false; NavInitRequest = false;
NavInitRequestFromMove = false; NavInitRequestFromMove = false;
NavInitResultId = 0; NavInitResultId = 0;
NavMoveFromClampedRefRect = false;
NavMoveRequest = false; NavMoveRequest = false;
NavMoveRequestFlags = ImGuiNavMoveFlags_None; NavMoveRequestFlags = ImGuiNavMoveFlags_None;
NavMoveRequestForward = ImGuiNavForward_None; NavMoveRequestForward = ImGuiNavForward_None;