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Nav: Refactor NavMoveResult** flags into ImGuiNavMoveResult structure as we are going to want two instances of it. (#787) (+1 squashed commits)
+ store window inside result.
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parent
1cf38d0334
commit
72485a5d04
58
imgui.cpp
58
imgui.cpp
@ -2132,7 +2132,7 @@ static float NavScoreItemDistInterval(float a0, float a1, float b0, float b1)
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}
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// Scoring function for directional navigation. Based on https://gist.github.com/rygorous/6981057
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static bool NavScoreItem(ImRect cand)
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static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.NavWindow;
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@ -2207,21 +2207,21 @@ static bool NavScoreItem(ImRect cand)
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if (quadrant == g.NavMoveDir)
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{
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// Does it beat the current best candidate?
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if (dist_box < g.NavMoveResultDistBox)
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if (dist_box < result->DistBox)
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{
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g.NavMoveResultDistBox = dist_box;
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g.NavMoveResultDistCenter = dist_center;
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result->DistBox = dist_box;
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result->DistCenter = dist_center;
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return true;
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}
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if (dist_box == g.NavMoveResultDistBox)
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if (dist_box == result->DistBox)
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{
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// Try using distance between center points to break ties
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if (dist_center < g.NavMoveResultDistCenter)
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if (dist_center < result->DistCenter)
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{
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g.NavMoveResultDistCenter = dist_center;
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result->DistCenter = dist_center;
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new_best = true;
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}
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else if (dist_center == g.NavMoveResultDistCenter)
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else if (dist_center == result->DistCenter)
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{
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// Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items
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// (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index),
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@ -2237,11 +2237,11 @@ static bool NavScoreItem(ImRect cand)
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// This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too.
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// 2017/09/29: FIXME: This now currently only enabled inside menubars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward.
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// Disabling it may however lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option?
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if (g.NavMoveResultDistBox == FLT_MAX && dist_axial < g.NavMoveResultDistAxial) // Check axial match
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if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial) // Check axial match
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if (g.NavLayer == 1 && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
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if ((g.NavMoveDir == ImGuiDir_Left && dax < 0.0f) || (g.NavMoveDir == ImGuiDir_Right && dax > 0.0f) || (g.NavMoveDir == ImGuiDir_Up && day < 0.0f) || (g.NavMoveDir == ImGuiDir_Down && day > 0.0f))
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{
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g.NavMoveResultDistAxial = dist_axial;
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result->DistAxial = dist_axial;
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new_best = true;
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}
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@ -2288,19 +2288,21 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
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// Scoring for navigation
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if (g.NavId != id && !(item_flags & ImGuiItemFlags_NoNav))
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{
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ImGuiNavMoveResult* result = &g.NavMoveResult;
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#if IMGUI_DEBUG_NAV_SCORING
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// [DEBUG] Score all items in NavWindow at all times
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if (!g.NavMoveRequest)
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g.NavMoveDir = g.NavMoveDirLast;
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bool new_best = NavScoreItem(nav_bb) && g.NavMoveRequest;
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bool new_best = NavScoreItem(result, nav_bb) && g.NavMoveRequest;
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#else
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bool new_best = g.NavMoveRequest && NavScoreItem(nav_bb);
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bool new_best = g.NavMoveRequest && NavScoreItem(result, nav_bb);
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#endif
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if (new_best)
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{
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g.NavMoveResultId = id;
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g.NavMoveResultParentId = window->IDStack.back();
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g.NavMoveResultRectRel = nav_bb_rel;
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result->ID = id;
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result->ParentID = window->IDStack.back();
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result->Window = window;
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result->RectRel = nav_bb_rel;
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}
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}
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@ -2881,17 +2883,18 @@ static void ImGui::NavUpdate()
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g.NavJustMovedToId = 0;
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// Process navigation move request
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if (g.NavMoveRequest && g.NavMoveResultId != 0)
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if (g.NavMoveRequest && g.NavMoveResult.ID != 0)
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{
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// Scroll to keep newly navigated item fully into view
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IM_ASSERT(g.NavWindow);
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ImGuiNavMoveResult* result = &g.NavMoveResult;
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IM_ASSERT(g.NavWindow && result->Window);
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if (g.NavLayer == 0)
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NavScrollToBringItemIntoView(g.NavWindow, g.NavMoveResultRectRel);
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NavScrollToBringItemIntoView(result->Window, result->RectRel);
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// Apply result from previous frame navigation directional move request
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ClearActiveID();
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SetNavIDAndMoveMouse(g.NavMoveResultId, g.NavLayer, g.NavMoveResultRectRel);
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g.NavJustMovedToId = g.NavMoveResultId;
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SetNavIDAndMoveMouse(result->ID, g.NavLayer, result->RectRel);
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g.NavJustMovedToId = result->ID;
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g.NavMoveFromClampedRefRect = false;
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}
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@ -2899,7 +2902,7 @@ static void ImGui::NavUpdate()
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if (g.NavMoveRequestForward == ImGuiNavForward_ForwardActive)
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{
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IM_ASSERT(g.NavMoveRequest);
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if (g.NavMoveResultId == 0)
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if (g.NavMoveResult.ID == 0)
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g.NavDisableHighlight = false;
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g.NavMoveRequestForward = ImGuiNavForward_None;
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}
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@ -3058,9 +3061,10 @@ static void ImGui::NavUpdate()
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}
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// Reset search
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g.NavMoveResultId = 0;
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g.NavMoveResultParentId = 0;
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g.NavMoveResultDistAxial = g.NavMoveResultDistBox = g.NavMoveResultDistCenter = FLT_MAX;
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ImGuiNavMoveResult* result = &g.NavMoveResult;
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result->ID = result->ParentID = 0;
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result->Window = NULL;
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result->DistAxial = result->DistBox = result->DistCenter = FLT_MAX;
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// When we have manually scrolled (without using navigation) and NavId becomes out of bounds, we project its bounding box to the visible area to restart navigation within visible items
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if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == 0)
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@ -4821,7 +4825,7 @@ bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags fla
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static void NavProcessMoveRequestWrapAround(ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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if (g.NavMoveRequest && g.NavWindow == window && g.NavMoveResultId == 0)
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if (g.NavMoveRequest && g.NavWindow == window && g.NavMoveResult.ID == 0)
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if ((g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) && g.NavMoveRequestForward == ImGuiNavForward_None && g.NavLayer == 0)
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{
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g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
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@ -10856,7 +10860,7 @@ void ImGui::EndMenuBar()
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ImGuiContext& g = *GImGui;
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// Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings.
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if (g.NavMoveRequest && g.NavMoveResultId == 0 && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
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if (g.NavMoveRequest && g.NavMoveResult.ID == 0 && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
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{
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ImGuiWindow* nav_earliest_child = g.NavWindow;
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while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu))
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@ -11024,7 +11028,7 @@ void ImGui::EndMenu()
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// Nav: When a left move request within our child menu failed, close the menu
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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if (g.NavWindow && g.NavWindow->ParentWindow == window && g.NavMoveRequest && g.NavMoveResultId == 0 && g.NavMoveDir == ImGuiDir_Left && window->DC.LayoutType == ImGuiLayoutType_Vertical)
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if (g.NavWindow && g.NavWindow->ParentWindow == window && g.NavMoveRequest && g.NavMoveResult.ID == 0 && g.NavMoveDir == ImGuiDir_Left && window->DC.LayoutType == ImGuiLayoutType_Vertical)
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{
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ClosePopupToLevel(g.OpenPopupStack.Size - 1);
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g.NavMoveRequest = false;
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@ -504,6 +504,19 @@ struct ImDrawDataBuilder
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IMGUI_API void FlattenIntoSingleLayer();
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};
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struct ImGuiNavMoveResult
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{
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ImGuiID ID; // Best candidate
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ImGuiID ParentID; // Best candidate window->IDStack.back() - to compare context
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ImGuiWindow* Window; // Best candidate window
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float DistBox; // Best candidate box distance to current NavId
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float DistCenter; // Best candidate center distance to current NavId
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float DistAxial; // Best candidate selected distance (box/center) to current NavId
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ImRect RectRel; // Best candidate bounding box in window relative space
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ImGuiNavMoveResult() { ID = ParentID = 0; Window = NULL; DistBox = DistCenter = DistAxial = 0.0f; }
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};
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// Storage for SetNexWindow** functions
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struct ImGuiNextWindowData
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{
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@ -620,12 +633,7 @@ struct ImGuiContext
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ImGuiNavForward NavMoveRequestForward; // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu)
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ImGuiDir NavMoveDir; // Direction of the move request (left/right/up/down)
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ImGuiDir NavMoveDirLast; // Direction of the previous move request
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ImGuiID NavMoveResultId; // Best move request candidate
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ImGuiID NavMoveResultParentId; // Best move request candidate window->IDStack.back() - to compare context
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float NavMoveResultDistBox; // Best move request candidate box distance to current NavId
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float NavMoveResultDistCenter; // Best move request candidate center distance to current NavId
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float NavMoveResultDistAxial;
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ImRect NavMoveResultRectRel; // Best move request candidate bounding box in window relative space
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ImGuiNavMoveResult NavMoveResult; // Best move request candidate
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// Render
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ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user
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@ -738,9 +746,6 @@ struct ImGuiContext
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NavMoveRequest = false;
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NavMoveRequestForward = ImGuiNavForward_None;
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NavMoveDir = NavMoveDirLast = ImGuiDir_None;
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NavMoveResultId = 0;
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NavMoveResultParentId = 0;
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NavMoveResultDistBox = NavMoveResultDistCenter = NavMoveResultDistAxial = 0.0f;
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ModalWindowDarkeningRatio = 0.0f;
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OverlayDrawList._Data = &DrawListSharedData;
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