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