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https://github.com/Drezil/imgui.git
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Nav: Internals: Moved some enums and functions to internals, renamed ImGuiNavReadMode to ImGuiInputReadMode as well. (#787)
This commit is contained in:
parent
8227176c17
commit
28671aa821
90
imgui.cpp
90
imgui.cpp
@ -2652,45 +2652,25 @@ static ImGuiWindow* FindWindowNavigable(int i_start, int i_stop, int dir) // FIX
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return NULL;
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}
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enum ImGuiNavReadMode
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{
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ImGuiNavReadMode_Down,
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ImGuiNavReadMode_Pressed,
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ImGuiNavReadMode_Released,
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ImGuiNavReadMode_Repeat,
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ImGuiNavReadMode_RepeatSlow,
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ImGuiNavReadMode_RepeatFast
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};
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typedef int ImGuiNavDirSource;
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enum ImGuiNavDirSource_
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{
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ImGuiNavDirSource_Key = 1 << 0,
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ImGuiNavDirSource_PadLStick = 1 << 1,
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ImGuiNavDirSource_PadRStick = 1 << 2
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};
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// FIXME-NAV: Expose navigation repeat delay/rate
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static float GetNavInputAmount(ImGuiNavInput n, ImGuiNavReadMode mode)
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float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode)
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{
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ImGuiContext& g = *GImGui;
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if (mode == ImGuiNavReadMode_Down)
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return g.IO.NavInputs[n]; // Instant, read analog input (0.0f..1.0f, as provided by user)
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if (mode == ImGuiInputReadMode_Down)
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return g.IO.NavInputs[n]; // Instant, read analog input (0.0f..1.0f, as provided by user)
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const float t = g.IO.NavInputsDownDuration[n];
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if (t < 0.0f && mode == ImGuiNavReadMode_Released) // Return 1.0f when just released, no repeat, ignore analog input.
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if (t < 0.0f && mode == ImGuiInputReadMode_Released) // Return 1.0f when just released, no repeat, ignore analog input.
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return (g.IO.NavInputsDownDurationPrev[n] >= 0.0f ? 1.0f : 0.0f);
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if (t < 0.0f)
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return 0.0f;
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if (mode == ImGuiNavReadMode_Pressed) // Return 1.0f when just pressed, no repeat, ignore analog input.
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if (mode == ImGuiInputReadMode_Pressed) // Return 1.0f when just pressed, no repeat, ignore analog input.
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return (t == 0.0f) ? 1.0f : 0.0f;
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if (mode == ImGuiNavReadMode_Repeat)
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return (float)ImGui::CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.80f);
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if (mode == ImGuiNavReadMode_RepeatSlow)
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return (float)ImGui::CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 1.00f, g.IO.KeyRepeatRate * 2.00f);
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if (mode == ImGuiNavReadMode_RepeatFast)
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return (float)ImGui::CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.30f);
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if (mode == ImGuiInputReadMode_Repeat)
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return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.80f);
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if (mode == ImGuiInputReadMode_RepeatSlow)
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return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 1.00f, g.IO.KeyRepeatRate * 2.00f);
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if (mode == ImGuiInputReadMode_RepeatFast)
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return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.30f);
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return 0.0f;
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}
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@ -2701,24 +2681,24 @@ static bool IsNavInputDown(ImGuiNavInput n)
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}
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// Equivalent of IsKeyPressed() for NavInputs[]
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static bool IsNavInputPressed(ImGuiNavInput n, ImGuiNavReadMode mode)
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static bool IsNavInputPressed(ImGuiNavInput n, ImGuiInputReadMode mode)
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{
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return GetNavInputAmount(n, mode) > 0.0f;
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return ImGui::GetNavInputAmount(n, mode) > 0.0f;
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}
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static bool IsNavInputPressedAnyOfTwo(ImGuiNavInput n1, ImGuiNavInput n2, ImGuiNavReadMode mode)
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static bool IsNavInputPressedAnyOfTwo(ImGuiNavInput n1, ImGuiNavInput n2, ImGuiInputReadMode mode)
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{
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return (GetNavInputAmount(n1, mode) + GetNavInputAmount(n2, mode)) > 0.0f;
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return (ImGui::GetNavInputAmount(n1, mode) + ImGui::GetNavInputAmount(n2, mode)) > 0.0f;
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}
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static ImVec2 GetNavInputAmount2d(ImGuiNavDirSource dir_sources, ImGuiNavReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f)
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ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor, float fast_factor)
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{
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ImVec2 delta(0.0f, 0.0f);
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if (dir_sources & ImGuiNavDirSource_Key)
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if (dir_sources & ImGuiNavDirSourceFlags_Key)
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delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight, mode) - GetNavInputAmount(ImGuiNavInput_KeyLeft, mode), GetNavInputAmount(ImGuiNavInput_KeyDown, mode) - GetNavInputAmount(ImGuiNavInput_KeyUp, mode));
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if (dir_sources & ImGuiNavDirSource_PadLStick)
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if (dir_sources & ImGuiNavDirSourceFlags_PadLStick)
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delta += ImVec2(GetNavInputAmount(ImGuiNavInput_PadLStickRight, mode) - GetNavInputAmount(ImGuiNavInput_PadLStickLeft, mode), GetNavInputAmount(ImGuiNavInput_PadLStickDown, mode) - GetNavInputAmount(ImGuiNavInput_PadLStickUp, mode));
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if (dir_sources & ImGuiNavDirSource_PadRStick)
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if (dir_sources & ImGuiNavDirSourceFlags_PadRStick)
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delta += ImVec2(GetNavInputAmount(ImGuiNavInput_PadRStickRight, mode) - GetNavInputAmount(ImGuiNavInput_PadRStickLeft, mode), GetNavInputAmount(ImGuiNavInput_PadRStickDown, mode) - GetNavInputAmount(ImGuiNavInput_PadRStickUp, mode));
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if (slow_factor != 0.0f && IsNavInputDown(ImGuiNavInput_PadTweakSlow))
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delta *= slow_factor;
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@ -2733,7 +2713,7 @@ static void ImGui::NavUpdateWindowing()
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ImGuiContext& g = *GImGui;
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bool toggle_layer = false;
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if (!g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_PadMenu, ImGuiNavReadMode_Pressed))
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if (!g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_PadMenu, ImGuiInputReadMode_Pressed))
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{
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ImGuiWindow* window = g.NavWindow;
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if (!window)
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@ -2753,7 +2733,7 @@ static void ImGui::NavUpdateWindowing()
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g.NavWindowingToggleLayer &= (g.NavWindowingDisplayAlpha < 1.0f); // Once button is held long enough we don't consider it a tag-to-toggle-layer press anymore.
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// Select window to focus
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const int focus_change_dir = (int)IsNavInputPressed(ImGuiNavInput_PadFocusPrev, ImGuiNavReadMode_RepeatSlow) - (int)IsNavInputPressed(ImGuiNavInput_PadFocusNext, ImGuiNavReadMode_RepeatSlow);
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const int focus_change_dir = (int)IsNavInputPressed(ImGuiNavInput_PadFocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputPressed(ImGuiNavInput_PadFocusNext, ImGuiInputReadMode_RepeatSlow);
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if (focus_change_dir != 0 && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal))
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{
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const int i_current = FindWindowIndex(g.NavWindowingTarget);
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@ -2768,7 +2748,7 @@ static void ImGui::NavUpdateWindowing()
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// Move window
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if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
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{
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const ImVec2 move_delta = GetNavInputAmount2d(ImGuiNavDirSource_PadRStick, ImGuiNavReadMode_Down);
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const ImVec2 move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadRStick, ImGuiInputReadMode_Down);
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if (move_delta.x != 0.0f || move_delta.y != 0.0f)
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{
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const float move_speed = ImFloor(600 * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y));
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@ -2802,7 +2782,7 @@ static void ImGui::NavUpdateWindowing()
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}
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// Keyboard: Press and release ALT to toggle menu
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if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && IsNavInputPressed(ImGuiNavInput_KeyMenu, ImGuiNavReadMode_Released))
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if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && IsNavInputPressed(ImGuiNavInput_KeyMenu, ImGuiInputReadMode_Released))
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toggle_layer = true;
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if (toggle_layer && g.NavWindow)
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@ -2921,7 +2901,7 @@ static void ImGui::NavUpdate()
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g.IO.NavActive = (g.IO.NavUsable && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL) || g.NavInitRequest;
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// Process NavCancel input (to close a popup, get back to parent, clear focus)
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if (IsNavInputPressed(ImGuiNavInput_PadCancel, ImGuiNavReadMode_Pressed))
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if (IsNavInputPressed(ImGuiNavInput_PadCancel, ImGuiInputReadMode_Pressed))
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{
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if (g.ActiveId != 0)
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{
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@ -2965,11 +2945,11 @@ static void ImGui::NavUpdate()
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g.NavActivateId = g.NavActivateDownId = g.NavInputId = 0;
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if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget)
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{
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if (g.ActiveId == 0 && IsNavInputPressed(ImGuiNavInput_PadActivate, ImGuiNavReadMode_Pressed))
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if (g.ActiveId == 0 && IsNavInputPressed(ImGuiNavInput_PadActivate, ImGuiInputReadMode_Pressed))
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g.NavActivateId = g.NavId;
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if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputDown(ImGuiNavInput_PadActivate))
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g.NavActivateDownId = g.NavId;
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if (g.ActiveId == 0 && IsNavInputPressed(ImGuiNavInput_PadInput, ImGuiNavReadMode_Pressed))
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if (g.ActiveId == 0 && IsNavInputPressed(ImGuiNavInput_PadInput, ImGuiInputReadMode_Pressed))
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g.NavInputId = g.NavId;
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}
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if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
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@ -2993,10 +2973,10 @@ static void ImGui::NavUpdate()
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g.NavMoveDir = ImGuiDir_None;
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if (g.NavWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
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{
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if ((allowed_dir_flags & (1<<ImGuiDir_Left)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_PadLStickLeft, ImGuiNavInput_KeyLeft, ImGuiNavReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Left;
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if ((allowed_dir_flags & (1<<ImGuiDir_Right)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_PadLStickRight,ImGuiNavInput_KeyRight,ImGuiNavReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Right;
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if ((allowed_dir_flags & (1<<ImGuiDir_Up)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_PadLStickUp, ImGuiNavInput_KeyUp, ImGuiNavReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Up;
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if ((allowed_dir_flags & (1<<ImGuiDir_Down)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_PadLStickDown, ImGuiNavInput_KeyDown, ImGuiNavReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Down;
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if ((allowed_dir_flags & (1<<ImGuiDir_Left)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_PadLStickLeft, ImGuiNavInput_KeyLeft, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Left;
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if ((allowed_dir_flags & (1<<ImGuiDir_Right)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_PadLStickRight,ImGuiNavInput_KeyRight,ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Right;
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if ((allowed_dir_flags & (1<<ImGuiDir_Up)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_PadLStickUp, ImGuiNavInput_KeyUp, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Up;
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if ((allowed_dir_flags & (1<<ImGuiDir_Down)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_PadLStickDown, ImGuiNavInput_KeyDown, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Down;
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}
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}
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else
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@ -3038,7 +3018,7 @@ static void ImGui::NavUpdate()
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// *Normal* Manual scroll with NavScrollXXX keys
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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(ImGuiNavDirSource_PadRStick, ImGuiNavReadMode_Down, 1.0f/10.0f, 10.0f);
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ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadRStick, 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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SetWindowScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed));
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@ -5349,7 +5329,7 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
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// Navigation/gamepad resize
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if (g.NavWindowingTarget == window)
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{
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ImVec2 nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSource_PadLStick, ImGuiNavReadMode_Down);
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ImVec2 nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down);
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if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f)
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{
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const float GAMEPAD_RESIZE_SPEED = 600.0f;
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@ -7359,7 +7339,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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if (g.NavActivateDownId == id)
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{
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bool nav_activated_by_code = (g.NavActivateId == id);
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bool nav_activated_by_inputs = IsNavInputPressed(ImGuiNavInput_PadActivate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiNavReadMode_Repeat : ImGuiNavReadMode_Pressed);
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bool nav_activated_by_inputs = IsNavInputPressed(ImGuiNavInput_PadActivate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiInputReadMode_Repeat : ImGuiInputReadMode_Pressed);
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if (nav_activated_by_code || nav_activated_by_inputs)
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pressed = true;
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if (nav_activated_by_code || nav_activated_by_inputs || g.ActiveId == id)
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@ -8394,7 +8374,7 @@ bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v
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}
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else if (g.ActiveIdSource == ImGuiInputSource_Nav && g.NavActivateDownId == id)
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{
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const ImVec2 delta2 = GetNavInputAmount2d(ImGuiNavDirSource_Key|ImGuiNavDirSource_PadLStick, ImGuiNavReadMode_RepeatFast, 0.0f, 0.0f);
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const ImVec2 delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Key|ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_RepeatFast, 0.0f, 0.0f);
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float delta = is_horizontal ? delta2.x : -delta2.y;
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if (delta != 0.0f)
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{
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@ -8741,7 +8721,7 @@ bool ImGui::DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_s
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}
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if (g.ActiveIdSource == ImGuiInputSource_Nav)
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{
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adjust_delta = GetNavInputAmount2d(ImGuiNavDirSource_Key|ImGuiNavDirSource_PadLStick, ImGuiNavReadMode_RepeatFast, 1.0f/10.0f, 10.0f).x;
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adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Key|ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_RepeatFast, 1.0f/10.0f, 10.0f).x;
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v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision));
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}
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adjust_delta *= v_speed;
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@ -47,6 +47,7 @@ typedef int ImGuiLayoutType; // enum: horizontal or vertical
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typedef int ImGuiButtonFlags; // flags: for ButtonEx(), ButtonBehavior() // enum ImGuiButtonFlags_
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typedef int ImGuiItemFlags; // flags: for PushItemFlag() // enum ImGuiItemFlags_
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typedef int ImGuiNavHighlightFlags; // flags: for RenderNavHighlight() // enum ImGuiNavHighlightFlags_
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typedef int ImGuiNavDirSourceFlags; // flags: for GetNavInputAmount2d() // enum ImGuiNavDirSourceFlags_
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typedef int ImGuiSeparatorFlags; // flags: for Separator() - internal // enum ImGuiSeparatorFlags_
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typedef int ImGuiSliderFlags; // flags: for SliderBehavior() // enum ImGuiSliderFlags_
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@ -254,6 +255,17 @@ enum ImGuiInputSource
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ImGuiInputSource_Count_,
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};
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// FIXME-NAV: Clarify/expose various repeat delay/rate
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enum ImGuiInputReadMode
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{
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ImGuiInputReadMode_Down,
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ImGuiInputReadMode_Pressed,
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ImGuiInputReadMode_Released,
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ImGuiInputReadMode_Repeat,
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ImGuiInputReadMode_RepeatSlow,
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ImGuiInputReadMode_RepeatFast
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};
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enum ImGuiDir
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{
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ImGuiDir_None = -1,
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@ -271,6 +283,13 @@ enum ImGuiNavHighlightFlags_
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ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2
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};
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enum ImGuiNavDirSourceFlags_
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{
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ImGuiNavDirSourceFlags_Key = 1 << 0,
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ImGuiNavDirSourceFlags_PadLStick = 1 << 1,
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ImGuiNavDirSourceFlags_PadRStick = 1 << 2
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};
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// 2D axis aligned bounding-box
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// NB: we can't rely on ImVec2 math operators being available here
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struct IMGUI_API ImRect
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@ -1001,6 +1020,8 @@ namespace ImGui
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IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit);
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IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again.
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IMGUI_API float GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode);
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IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f);
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IMGUI_API int CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate);
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IMGUI_API void Scrollbar(ImGuiLayoutType direction);
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