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Nav: Renaming NavInitDefaultRequest -> NavInitRequest
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parent
4d83078885
commit
69dd895358
52
imgui.cpp
52
imgui.cpp
@ -2174,7 +2174,7 @@ static bool NavScoreItem(ImRect cand)
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static inline void NavUpdateAnyRequestFlag()
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{
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ImGuiContext& g = *GImGui;
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g.NavAnyRequest = g.NavMoveRequest || g.NavInitDefaultRequest || IMGUI_DEBUG_NAV;
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g.NavAnyRequest = g.NavMoveRequest || g.NavInitRequest || IMGUI_DEBUG_NAV;
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}
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static void NavMoveRequestCancel()
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@ -2191,18 +2191,18 @@ static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGu
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// return;
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const ImGuiItemFlags item_flags = window->DC.ItemFlags;
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const ImRect nav_bb_rel(nav_bb.Min - g.NavWindow->Pos, nav_bb.Max - g.NavWindow->Pos);
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if (g.NavInitDefaultRequest && g.NavLayer == window->DC.NavLayerCurrent)
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if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent)
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{
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// Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
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if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus))
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{
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g.NavInitDefaultRequest = g.NavInitDefaultResultExplicit = false; // Found a match, clear request
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g.NavInitRequest = g.NavInitResultExplicit = false; // Found a match, clear request
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NavUpdateAnyRequestFlag();
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}
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if (g.NavInitDefaultResultId == 0 || !(item_flags & ImGuiItemFlags_NoNavDefaultFocus))
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if (g.NavInitResultId == 0 || !(item_flags & ImGuiItemFlags_NoNavDefaultFocus))
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{
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g.NavInitDefaultResultId = id;
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g.NavInitDefaultResultRectRel = nav_bb_rel;
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g.NavInitResultId = id;
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g.NavInitResultRectRel = nav_bb_rel;
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}
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}
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@ -2245,10 +2245,10 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg)
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if (id != 0)
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{
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// Navigation processing runs prior to clipping early-out
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// (a) So that NavInitDefaultRequest can be honored, for newly opened windows to select a default widget
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// (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
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// (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.
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// 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.
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// 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)
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// 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)
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window->DC.NavLayerActiveMaskNext |= window->DC.NavLayerCurrentMask;
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if (g.NavWindow == window->RootNavWindow)
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if (g.NavId == id || g.NavAnyRequest)
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@ -2511,10 +2511,10 @@ static void NavInitWindow(ImGuiWindow* window, bool force_reinit)
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if (init_for_nav)
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{
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SetNavId(0, g.NavLayer);
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g.NavInitDefaultRequest = true;
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g.NavInitDefaultResultId = 0;
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g.NavInitDefaultResultExplicit = false;
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g.NavInitDefaultResultRectRel = ImRect();
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g.NavInitRequest = true;
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g.NavInitResultId = 0;
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g.NavInitResultExplicit = false;
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g.NavInitResultRectRel = ImRect();
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NavUpdateAnyRequestFlag();
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}
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else
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@ -2616,18 +2616,18 @@ static void NavUpdate()
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g.IO.WantMoveMouse = false;
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// Process navigation init request (select first/default focus)
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if (g.NavInitDefaultResultId != 0 && (!g.NavDisableHighlight || g.NavInitDefaultResultExplicit))
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if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitResultExplicit))
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{
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// Apply result from previous navigation init request (typically select the first item, unless SetItemDefaultFocus() has been called)
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IM_ASSERT(g.NavWindow);
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SetNavId(g.NavInitDefaultResultId, g.NavLayer);
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g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitDefaultResultRectRel;
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SetNavId(g.NavInitResultId, g.NavLayer);
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g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel;
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if (g.NavDisableMouseHover)
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g.NavMousePosDirty = true;
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}
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g.NavInitDefaultRequest = false;
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g.NavInitDefaultResultExplicit = false;
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g.NavInitDefaultResultId = 0;
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g.NavInitRequest = false;
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g.NavInitResultExplicit = false;
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g.NavInitResultId = 0;
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g.NavJustNavigatedId = 0;
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// Process navigation move request
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@ -2775,7 +2775,7 @@ static void NavUpdate()
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// Set output flags for user application
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g.IO.NavUsable = g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
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g.IO.NavActive = (g.IO.NavUsable && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL) || g.NavInitDefaultRequest;
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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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@ -2872,8 +2872,8 @@ static void NavUpdate()
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// 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
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if (g.NavMoveRequest && g.NavId == 0)
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{
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g.NavInitDefaultRequest = g.NavInitDefaultResultExplicit = true;
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g.NavInitDefaultResultId = 0;
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g.NavInitRequest = g.NavInitResultExplicit = true;
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g.NavInitResultId = 0;
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g.NavDisableHighlight = false;
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}
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@ -6429,12 +6429,12 @@ void ImGui::SetKeyboardFocusHere(int offset)
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void ImGui::SetItemDefaultFocus()
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{
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ImGuiContext& g = *GImGui;
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if (g.NavWindow == g.CurrentWindow->RootNavWindow && (g.NavInitDefaultRequest || g.NavInitDefaultResultId != 0) && g.NavLayer == g.NavWindow->DC.NavLayerCurrent)
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if (g.NavWindow == g.CurrentWindow->RootNavWindow && (g.NavInitRequest || g.NavInitResultId != 0) && g.NavLayer == g.NavWindow->DC.NavLayerCurrent)
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{
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g.NavInitDefaultRequest = false;
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g.NavInitDefaultResultExplicit = true;
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g.NavInitDefaultResultId = g.NavWindow->DC.LastItemId;
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g.NavInitDefaultResultRectRel = ImRect(g.NavWindow->DC.LastItemRect.Min - g.NavWindow->Pos, g.NavWindow->DC.LastItemRect.Max - g.NavWindow->Pos);
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g.NavInitRequest = false;
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g.NavInitResultExplicit = true;
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g.NavInitResultId = g.NavWindow->DC.LastItemId;
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g.NavInitResultRectRel = ImRect(g.NavWindow->DC.LastItemRect.Min - g.NavWindow->Pos, g.NavWindow->DC.LastItemRect.Max - g.NavWindow->Pos);
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NavUpdateAnyRequestFlag();
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if (!IsItemVisible())
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SetScrollHere();
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@ -480,11 +480,11 @@ struct ImGuiContext
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bool NavMousePosDirty;
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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)
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bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again.
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bool NavAnyRequest; // ~~ NavMoveRequest || NavInitDefaultRequest
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bool NavInitDefaultRequest; // Init request for appearing window to select first item
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ImGuiID NavInitDefaultResultId;
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ImRect NavInitDefaultResultRectRel;
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bool NavInitDefaultResultExplicit; // Whether the result was explicitly requested with SetItemDefaultFocus()
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bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest
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bool NavInitRequest; // Init request for appearing window to select first item
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ImGuiID NavInitResultId;
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ImRect NavInitResultRectRel;
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bool NavInitResultExplicit; // Whether the result was explicitly requested with SetItemDefaultFocus()
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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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int NavMoveRequestForwardStep; // 0: no forward, 1: forward request, 2: forward result (this is used to navigate sibling parent menus from a child menu)
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@ -598,9 +598,9 @@ struct ImGuiContext
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NavDisableHighlight = true;
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NavDisableMouseHover = false;
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NavAnyRequest = false;
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NavInitDefaultRequest = false;
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NavInitDefaultResultId = 0;
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NavInitDefaultResultExplicit = false;
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NavInitRequest = false;
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NavInitResultId = 0;
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NavInitResultExplicit = false;
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NavMoveFromClampedRefRect = false;
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NavMoveRequest = false;
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NavMoveRequestForwardStep = 0;
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