mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-14 17:07:01 +00:00
Nav: internals: renaming ImGuiInputSource so it is not specific to nav. Comments.
This commit is contained in:
parent
01a2bac7d5
commit
6ba1334903
@ -1,6 +1,8 @@
|
||||
# See http://editorconfig.org to read about the EditorConfig format.
|
||||
# - Automatically supported by VS2017+ and most common IDE or text editors.
|
||||
# - For older VS2010 to VS2015, install https://marketplace.visualstudio.com/items?itemName=EditorConfigTeam.EditorConfig
|
||||
# - In theory automatically supported by VS2017+ and most common IDE or text editors.
|
||||
# - In practice VS2019 stills gets trailing whitespaces wrong :(
|
||||
# - Suggest install to trim whitespaces: https://marketplace.visualstudio.com/items?itemName=MadsKristensen.TrailingWhitespaceVisualizer
|
||||
# - Alternative for older VS2010 to VS2015: https://marketplace.visualstudio.com/items?itemName=EditorConfigTeam.EditorConfig
|
||||
|
||||
# top-most EditorConfig file
|
||||
root = true
|
||||
|
22
imgui.cpp
22
imgui.cpp
@ -5395,9 +5395,9 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s
|
||||
if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window)
|
||||
{
|
||||
ImVec2 nav_resize_delta;
|
||||
if (g.NavInputSource == ImGuiInputSource_NavKeyboard && g.IO.KeyShift)
|
||||
if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift)
|
||||
nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
|
||||
if (g.NavInputSource == ImGuiInputSource_NavGamepad)
|
||||
if (g.NavInputSource == ImGuiInputSource_Gamepad)
|
||||
nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_Down);
|
||||
if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f)
|
||||
{
|
||||
@ -8931,17 +8931,17 @@ static void ImGui::NavUpdate()
|
||||
// (do it before we map Keyboard input!)
|
||||
bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
|
||||
bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
|
||||
if (nav_gamepad_active && g.NavInputSource != ImGuiInputSource_NavGamepad)
|
||||
if (nav_gamepad_active && g.NavInputSource != ImGuiInputSource_Gamepad)
|
||||
{
|
||||
if (io.NavInputs[ImGuiNavInput_Activate] > 0.0f || io.NavInputs[ImGuiNavInput_Input] > 0.0f || io.NavInputs[ImGuiNavInput_Cancel] > 0.0f || io.NavInputs[ImGuiNavInput_Menu] > 0.0f
|
||||
|| io.NavInputs[ImGuiNavInput_DpadLeft] > 0.0f || io.NavInputs[ImGuiNavInput_DpadRight] > 0.0f || io.NavInputs[ImGuiNavInput_DpadUp] > 0.0f || io.NavInputs[ImGuiNavInput_DpadDown] > 0.0f)
|
||||
g.NavInputSource = ImGuiInputSource_NavGamepad;
|
||||
g.NavInputSource = ImGuiInputSource_Gamepad;
|
||||
}
|
||||
|
||||
// Update Keyboard->Nav inputs mapping
|
||||
if (nav_keyboard_active)
|
||||
{
|
||||
#define NAV_MAP_KEY(_KEY, _NAV_INPUT) do { if (IsKeyDown(io.KeyMap[_KEY])) { io.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; } } while (0)
|
||||
#define NAV_MAP_KEY(_KEY, _NAV_INPUT) do { if (IsKeyDown(io.KeyMap[_KEY])) { io.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_Keyboard; } } while (0)
|
||||
NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate );
|
||||
NAV_MAP_KEY(ImGuiKey_Enter, ImGuiNavInput_Input );
|
||||
NAV_MAP_KEY(ImGuiKey_Escape, ImGuiNavInput_Cancel );
|
||||
@ -9155,7 +9155,7 @@ static void ImGui::NavUpdate()
|
||||
// When using gamepad, we project the reference nav bounding box into window visible area.
|
||||
// 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)
|
||||
if (g.NavMoveRequest && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main)
|
||||
{
|
||||
ImGuiWindow* window = g.NavWindow;
|
||||
ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1, 1), window->InnerRect.Max - window->Pos + ImVec2(1, 1));
|
||||
@ -9471,12 +9471,12 @@ static void ImGui::NavUpdateWindowing()
|
||||
g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; // FIXME-DOCK: Will need to use RootWindowDockStop
|
||||
g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
|
||||
g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true;
|
||||
g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad;
|
||||
g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
|
||||
}
|
||||
|
||||
// Gamepad update
|
||||
g.NavWindowingTimer += g.IO.DeltaTime;
|
||||
if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavGamepad)
|
||||
if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad)
|
||||
{
|
||||
// Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise
|
||||
g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));
|
||||
@ -9502,7 +9502,7 @@ static void ImGui::NavUpdateWindowing()
|
||||
}
|
||||
|
||||
// Keyboard: Focus
|
||||
if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavKeyboard)
|
||||
if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard)
|
||||
{
|
||||
// Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
|
||||
g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
|
||||
@ -9524,9 +9524,9 @@ static void ImGui::NavUpdateWindowing()
|
||||
if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
|
||||
{
|
||||
ImVec2 move_delta;
|
||||
if (g.NavInputSource == ImGuiInputSource_NavKeyboard && !g.IO.KeyShift)
|
||||
if (g.NavInputSource == ImGuiInputSource_Keyboard && !g.IO.KeyShift)
|
||||
move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
|
||||
if (g.NavInputSource == ImGuiInputSource_NavGamepad)
|
||||
if (g.NavInputSource == ImGuiInputSource_Gamepad)
|
||||
move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down);
|
||||
if (move_delta.x != 0.0f || move_delta.y != 0.0f)
|
||||
{
|
||||
|
@ -818,9 +818,9 @@ enum ImGuiInputSource
|
||||
{
|
||||
ImGuiInputSource_None = 0,
|
||||
ImGuiInputSource_Mouse,
|
||||
ImGuiInputSource_Nav,
|
||||
ImGuiInputSource_NavKeyboard, // Only used occasionally for storage, not tested/handled by most code
|
||||
ImGuiInputSource_NavGamepad, // "
|
||||
ImGuiInputSource_Keyboard,
|
||||
ImGuiInputSource_Gamepad,
|
||||
ImGuiInputSource_Nav, // Stored in g.ActiveIdSource only
|
||||
ImGuiInputSource_COUNT
|
||||
};
|
||||
|
||||
|
@ -3931,7 +3931,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code;
|
||||
|
||||
const bool user_clicked = hovered && io.MouseClicked[0];
|
||||
const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_NavKeyboard));
|
||||
const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_Keyboard));
|
||||
const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);
|
||||
const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);
|
||||
|
||||
@ -6613,7 +6613,7 @@ bool ImGui::BeginMainMenuBar()
|
||||
if (menu_bar_window == NULL || menu_bar_window->BeginCount == 0)
|
||||
{
|
||||
// Set window position
|
||||
// We don't attempt to calculate our height ahead, as it depends on the per-viewport font size.
|
||||
// We don't attempt to calculate our height ahead, as it depends on the per-viewport font size.
|
||||
// However menu-bar will affect the minimum window size so we'll get the right height.
|
||||
ImVec2 menu_bar_pos = viewport->Pos + viewport->CurrWorkOffsetMin;
|
||||
ImVec2 menu_bar_size = ImVec2(viewport->Size.x - viewport->CurrWorkOffsetMin.x + viewport->CurrWorkOffsetMax.x, 1.0f);
|
||||
|
Loading…
Reference in New Issue
Block a user