Nav: Renaming NavInitDefaultRequest -> NavInitRequest

This commit is contained in:
omar 2017-10-06 15:54:29 -07:00
parent 4d83078885
commit 69dd895358
2 changed files with 34 additions and 34 deletions

View File

@ -2174,7 +2174,7 @@ static bool NavScoreItem(ImRect cand)
static inline void NavUpdateAnyRequestFlag() static inline void NavUpdateAnyRequestFlag()
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
g.NavAnyRequest = g.NavMoveRequest || g.NavInitDefaultRequest || IMGUI_DEBUG_NAV; g.NavAnyRequest = g.NavMoveRequest || g.NavInitRequest || IMGUI_DEBUG_NAV;
} }
static void NavMoveRequestCancel() static void NavMoveRequestCancel()
@ -2191,18 +2191,18 @@ static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGu
// return; // return;
const ImGuiItemFlags item_flags = window->DC.ItemFlags; const ImGuiItemFlags item_flags = window->DC.ItemFlags;
const ImRect nav_bb_rel(nav_bb.Min - g.NavWindow->Pos, nav_bb.Max - g.NavWindow->Pos); const ImRect nav_bb_rel(nav_bb.Min - g.NavWindow->Pos, nav_bb.Max - g.NavWindow->Pos);
if (g.NavInitDefaultRequest && g.NavLayer == window->DC.NavLayerCurrent) if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent)
{ {
// Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus)) if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus))
{ {
g.NavInitDefaultRequest = g.NavInitDefaultResultExplicit = false; // Found a match, clear request g.NavInitRequest = g.NavInitResultExplicit = false; // Found a match, clear request
NavUpdateAnyRequestFlag(); NavUpdateAnyRequestFlag();
} }
if (g.NavInitDefaultResultId == 0 || !(item_flags & ImGuiItemFlags_NoNavDefaultFocus)) if (g.NavInitResultId == 0 || !(item_flags & ImGuiItemFlags_NoNavDefaultFocus))
{ {
g.NavInitDefaultResultId = id; g.NavInitResultId = id;
g.NavInitDefaultResultRectRel = nav_bb_rel; g.NavInitResultRectRel = nav_bb_rel;
} }
} }
@ -2245,10 +2245,10 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg)
if (id != 0) if (id != 0)
{ {
// Navigation processing runs prior to clipping early-out // Navigation processing runs prior to clipping early-out
// (a) So that NavInitDefaultRequest can be honored, for newly opened windows to select a default widget // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
// (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests unfortunately, but it is still limited to one window. // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests unfortunately, but it is still limited to one window.
// it may not scale very well for windows with ten of thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame. // it may not scale very well for windows with ten of thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.
// We could early out with `if (is_clipped && !g.NavInitDefaultRequest) return false;` but when we wouldn't be able to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick) // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick)
window->DC.NavLayerActiveMaskNext |= window->DC.NavLayerCurrentMask; window->DC.NavLayerActiveMaskNext |= window->DC.NavLayerCurrentMask;
if (g.NavWindow == window->RootNavWindow) if (g.NavWindow == window->RootNavWindow)
if (g.NavId == id || g.NavAnyRequest) if (g.NavId == id || g.NavAnyRequest)
@ -2511,10 +2511,10 @@ static void NavInitWindow(ImGuiWindow* window, bool force_reinit)
if (init_for_nav) if (init_for_nav)
{ {
SetNavId(0, g.NavLayer); SetNavId(0, g.NavLayer);
g.NavInitDefaultRequest = true; g.NavInitRequest = true;
g.NavInitDefaultResultId = 0; g.NavInitResultId = 0;
g.NavInitDefaultResultExplicit = false; g.NavInitResultExplicit = false;
g.NavInitDefaultResultRectRel = ImRect(); g.NavInitResultRectRel = ImRect();
NavUpdateAnyRequestFlag(); NavUpdateAnyRequestFlag();
} }
else else
@ -2616,18 +2616,18 @@ static void NavUpdate()
g.IO.WantMoveMouse = false; g.IO.WantMoveMouse = false;
// Process navigation init request (select first/default focus) // Process navigation init request (select first/default focus)
if (g.NavInitDefaultResultId != 0 && (!g.NavDisableHighlight || g.NavInitDefaultResultExplicit)) if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitResultExplicit))
{ {
// Apply result from previous navigation init request (typically select the first item, unless SetItemDefaultFocus() has been called) // Apply result from previous navigation init request (typically select the first item, unless SetItemDefaultFocus() has been called)
IM_ASSERT(g.NavWindow); IM_ASSERT(g.NavWindow);
SetNavId(g.NavInitDefaultResultId, g.NavLayer); SetNavId(g.NavInitResultId, g.NavLayer);
g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitDefaultResultRectRel; g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel;
if (g.NavDisableMouseHover) if (g.NavDisableMouseHover)
g.NavMousePosDirty = true; g.NavMousePosDirty = true;
} }
g.NavInitDefaultRequest = false; g.NavInitRequest = false;
g.NavInitDefaultResultExplicit = false; g.NavInitResultExplicit = false;
g.NavInitDefaultResultId = 0; g.NavInitResultId = 0;
g.NavJustNavigatedId = 0; g.NavJustNavigatedId = 0;
// Process navigation move request // Process navigation move request
@ -2775,7 +2775,7 @@ static void NavUpdate()
// Set output flags for user application // Set output flags for user application
g.IO.NavUsable = g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs); g.IO.NavUsable = g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
g.IO.NavActive = (g.IO.NavUsable && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL) || g.NavInitDefaultRequest; g.IO.NavActive = (g.IO.NavUsable && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL) || g.NavInitRequest;
// Process NavCancel input (to close a popup, get back to parent, clear focus) // Process NavCancel input (to close a popup, get back to parent, clear focus)
if (IsNavInputPressed(ImGuiNavInput_PadCancel, ImGuiNavReadMode_Pressed)) if (IsNavInputPressed(ImGuiNavInput_PadCancel, ImGuiNavReadMode_Pressed))
@ -2872,8 +2872,8 @@ static void NavUpdate()
// If we initiate a movement request and have no current NavId, we initiate a InitDefautRequest that will be used as a fallback if the direction fails to find a match // If we initiate a movement request and have no current NavId, we initiate a InitDefautRequest that will be used as a fallback if the direction fails to find a match
if (g.NavMoveRequest && g.NavId == 0) if (g.NavMoveRequest && g.NavId == 0)
{ {
g.NavInitDefaultRequest = g.NavInitDefaultResultExplicit = true; g.NavInitRequest = g.NavInitResultExplicit = true;
g.NavInitDefaultResultId = 0; g.NavInitResultId = 0;
g.NavDisableHighlight = false; g.NavDisableHighlight = false;
} }
@ -6429,12 +6429,12 @@ void ImGui::SetKeyboardFocusHere(int offset)
void ImGui::SetItemDefaultFocus() void ImGui::SetItemDefaultFocus()
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
if (g.NavWindow == g.CurrentWindow->RootNavWindow && (g.NavInitDefaultRequest || g.NavInitDefaultResultId != 0) && g.NavLayer == g.NavWindow->DC.NavLayerCurrent) if (g.NavWindow == g.CurrentWindow->RootNavWindow && (g.NavInitRequest || g.NavInitResultId != 0) && g.NavLayer == g.NavWindow->DC.NavLayerCurrent)
{ {
g.NavInitDefaultRequest = false; g.NavInitRequest = false;
g.NavInitDefaultResultExplicit = true; g.NavInitResultExplicit = true;
g.NavInitDefaultResultId = g.NavWindow->DC.LastItemId; g.NavInitResultId = g.NavWindow->DC.LastItemId;
g.NavInitDefaultResultRectRel = ImRect(g.NavWindow->DC.LastItemRect.Min - g.NavWindow->Pos, g.NavWindow->DC.LastItemRect.Max - g.NavWindow->Pos); g.NavInitResultRectRel = ImRect(g.NavWindow->DC.LastItemRect.Min - g.NavWindow->Pos, g.NavWindow->DC.LastItemRect.Max - g.NavWindow->Pos);
NavUpdateAnyRequestFlag(); NavUpdateAnyRequestFlag();
if (!IsItemVisible()) if (!IsItemVisible())
SetScrollHere(); SetScrollHere();

View File

@ -480,11 +480,11 @@ struct ImGuiContext
bool NavMousePosDirty; bool NavMousePosDirty;
bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (nb: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover) bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (nb: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover)
bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again. bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again.
bool NavAnyRequest; // ~~ NavMoveRequest || NavInitDefaultRequest bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest
bool NavInitDefaultRequest; // Init request for appearing window to select first item bool NavInitRequest; // Init request for appearing window to select first item
ImGuiID NavInitDefaultResultId; ImGuiID NavInitResultId;
ImRect NavInitDefaultResultRectRel; ImRect NavInitResultRectRel;
bool NavInitDefaultResultExplicit; // Whether the result was explicitly requested with SetItemDefaultFocus() bool NavInitResultExplicit; // Whether the result was explicitly requested with SetItemDefaultFocus()
bool NavMoveFromClampedRefRect; // Set by manual scrolling, if we scroll to a point where NavId isn't visible we reset navigation from visible items 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
int NavMoveRequestForwardStep; // 0: no forward, 1: forward request, 2: forward result (this is used to navigate sibling parent menus from a child menu) int NavMoveRequestForwardStep; // 0: no forward, 1: forward request, 2: forward result (this is used to navigate sibling parent menus from a child menu)
@ -598,9 +598,9 @@ struct ImGuiContext
NavDisableHighlight = true; NavDisableHighlight = true;
NavDisableMouseHover = false; NavDisableMouseHover = false;
NavAnyRequest = false; NavAnyRequest = false;
NavInitDefaultRequest = false; NavInitRequest = false;
NavInitDefaultResultId = 0; NavInitResultId = 0;
NavInitDefaultResultExplicit = false; NavInitResultExplicit = false;
NavMoveFromClampedRefRect = false; NavMoveFromClampedRefRect = false;
NavMoveRequest = false; NavMoveRequest = false;
NavMoveRequestForwardStep = 0; NavMoveRequestForwardStep = 0;