Internals: removed ImGuiInputSource_Nav enum,

Essentially finishing the work of removing Nav a dual input source (with e.g. removal of NavInput[]).
This commit is contained in:
ocornut 2023-03-16 20:28:05 +01:00
parent 5d4a8978bd
commit 314e6443c9
3 changed files with 13 additions and 13 deletions

View File

@ -3791,7 +3791,8 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
if (id) if (id)
{ {
g.ActiveIdIsAlive = id; g.ActiveIdIsAlive = id;
g.ActiveIdSource = (g.NavActivateId == id || g.NavJustMovedToId == id) ? (ImGuiInputSource)ImGuiInputSource_Nav : ImGuiInputSource_Mouse; g.ActiveIdSource = (g.NavActivateId == id || g.NavJustMovedToId == id) ? g.NavInputSource : ImGuiInputSource_Mouse;
IM_ASSERT(g.ActiveIdSource != ImGuiInputSource_None);
} }
// Clear declaration of inputs claimed by the widget // Clear declaration of inputs claimed by the widget
@ -5275,7 +5276,7 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, b
FocusWindow(child_window); FocusWindow(child_window);
NavInitWindow(child_window, false); NavInitWindow(child_window, false);
SetActiveID(id + 1, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item SetActiveID(id + 1, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item
g.ActiveIdSource = ImGuiInputSource_Nav; g.ActiveIdSource = g.NavInputSource;
} }
return ret; return ret;
} }
@ -8638,7 +8639,7 @@ void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse)
#ifndef IMGUI_DISABLE_DEBUG_TOOLS #ifndef IMGUI_DISABLE_DEBUG_TOOLS
static const char* GetInputSourceName(ImGuiInputSource source) static const char* GetInputSourceName(ImGuiInputSource source)
{ {
const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Nav", "Clipboard" }; const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Clipboard" };
IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT); IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT);
return input_source_names[source]; return input_source_names[source];
} }
@ -10572,7 +10573,7 @@ void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
if (g.LastItemData.ID == id) if (g.LastItemData.ID == id)
window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect); window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect);
if (g.ActiveIdSource == ImGuiInputSource_Nav) if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
g.NavDisableMouseHover = true; g.NavDisableMouseHover = true;
else else
g.NavDisableHighlight = true; g.NavDisableHighlight = true;

View File

@ -1258,7 +1258,6 @@ enum ImGuiInputSource
ImGuiInputSource_Keyboard, ImGuiInputSource_Keyboard,
ImGuiInputSource_Gamepad, ImGuiInputSource_Gamepad,
ImGuiInputSource_Clipboard, // Currently only used by InputText() ImGuiInputSource_Clipboard, // Currently only used by InputText()
ImGuiInputSource_Nav, // Stored in g.ActiveIdSource only
ImGuiInputSource_COUNT ImGuiInputSource_COUNT
}; };
@ -1786,7 +1785,7 @@ struct ImGuiContext
bool ActiveIdHasBeenEditedThisFrame; bool ActiveIdHasBeenEditedThisFrame;
ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
ImGuiWindow* ActiveIdWindow; ImGuiWindow* ActiveIdWindow;
ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard) ImGuiInputSource ActiveIdSource; // Activating source: ImGuiInputSource_Mouse OR ImGuiInputSource_Keyboard OR ImGuiInputSource_Gamepad
int ActiveIdMouseButton; int ActiveIdMouseButton;
ImGuiID ActiveIdPreviousFrame; ImGuiID ActiveIdPreviousFrame;
bool ActiveIdPreviousFrameIsAlive; bool ActiveIdPreviousFrameIsAlive;
@ -1842,7 +1841,7 @@ struct ImGuiContext
ImGuiKeyChord NavJustMovedToKeyMods; ImGuiKeyChord NavJustMovedToKeyMods;
ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame. ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame.
ImGuiActivateFlags NavNextActivateFlags; ImGuiActivateFlags NavNextActivateFlags;
ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard. ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS CAN ONLY BE ImGuiInputSource_Keyboard or ImGuiInputSource_Mouse
ImGuiNavLayer 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. ImGuiNavLayer 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.
bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid
bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default) bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default)
@ -2080,7 +2079,7 @@ struct ImGuiContext
NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0; NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;
NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None; NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None;
NavJustMovedToKeyMods = ImGuiMod_None; NavJustMovedToKeyMods = ImGuiMod_None;
NavInputSource = ImGuiInputSource_None; NavInputSource = ImGuiInputSource_Keyboard;
NavLayer = ImGuiNavLayer_Main; NavLayer = ImGuiNavLayer_Main;
NavIdIsAlive = false; NavIdIsAlive = false;
NavMousePosDirty = false; NavMousePosDirty = false;

View File

@ -622,7 +622,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
// Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.
pressed = true; pressed = true;
SetActiveID(id, window); SetActiveID(id, window);
g.ActiveIdSource = ImGuiInputSource_Nav; g.ActiveIdSource = g.NavInputSource;
if (!(flags & ImGuiButtonFlags_NoNavFocus)) if (!(flags & ImGuiButtonFlags_NoNavFocus))
SetFocusID(id, window); SetFocusID(id, window);
} }
@ -660,7 +660,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
if (!(flags & ImGuiButtonFlags_NoNavFocus)) if (!(flags & ImGuiButtonFlags_NoNavFocus))
g.NavDisableHighlight = true; g.NavDisableHighlight = true;
} }
else if (g.ActiveIdSource == ImGuiInputSource_Nav) else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
{ {
// When activated using Nav, we hold on the ActiveID until activation button is released // When activated using Nav, we hold on the ActiveID until activation button is released
if (g.NavActivateDownId != id) if (g.NavActivateDownId != id)
@ -2245,7 +2245,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const
if (g.IO.KeyShift) if (g.IO.KeyShift)
adjust_delta *= 10.0f; adjust_delta *= 10.0f;
} }
else if (g.ActiveIdSource == ImGuiInputSource_Nav) else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
{ {
const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0;
const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow); const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow);
@ -2352,7 +2352,7 @@ bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v
// Those are the things we can do easily outside the DragBehaviorT<> template, saves code generation. // Those are the things we can do easily outside the DragBehaviorT<> template, saves code generation.
if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0]) if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0])
ClearActiveID(); ClearActiveID();
else if (g.ActiveIdSource == ImGuiInputSource_Nav && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) else if ((g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated)
ClearActiveID(); ClearActiveID();
} }
if (g.ActiveId != id) if (g.ActiveId != id)
@ -2821,7 +2821,7 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ
set_new_value = true; set_new_value = true;
} }
} }
else if (g.ActiveIdSource == ImGuiInputSource_Nav) else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
{ {
if (g.ActiveIdIsJustActivated) if (g.ActiveIdIsJustActivated)
{ {