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https://github.com/Drezil/imgui.git
synced 2024-11-22 03:47:00 +00:00
Nav: removed parameters from NavScoreItem(), NavProcessItem(), NavApplyItemToResult(): made little sense / misleading because pulling from other current state anyway.
Will readd in a more thorough manner is actually needed.
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parent
a735a8c084
commit
73a5e82e04
41
imgui.cpp
41
imgui.cpp
@ -916,9 +916,9 @@ static void NavUpdateCreateMoveRequest();
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static float NavUpdatePageUpPageDown();
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static inline void NavUpdateAnyRequestFlag();
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static void NavEndFrame();
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static bool NavScoreItem(ImGuiNavItemData* result, ImRect cand);
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static void NavApplyItemToResult(ImGuiNavItemData* result, ImGuiWindow* window, ImGuiID id, const ImRect& nav_bb);
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static void NavProcessItem(ImGuiWindow* window, ImGuiID id, const ImRect& nav_bb);
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static bool NavScoreItem(ImGuiNavItemData* result);
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static void NavApplyItemToResult(ImGuiNavItemData* result);
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static void NavProcessItem();
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static ImVec2 NavCalcPreferredRefPos();
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static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);
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static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window);
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@ -7518,7 +7518,7 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu
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if (g.NavId == id || g.NavAnyRequest)
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if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
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if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
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NavProcessItem(window, id, g.LastItemData.NavRect);
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NavProcessItem();
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// [DEBUG] Item Picker tool, when enabling the "extended" version we perform the check in ItemAdd()
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#ifdef IMGUI_DEBUG_TOOL_ITEM_PICKER_EX
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@ -8742,7 +8742,7 @@ static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect
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r.Min.y = ImClamp(r.Min.y, clip_rect.Min.y, clip_rect.Max.y);
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r.Max.y = ImClamp(r.Max.y, clip_rect.Min.y, clip_rect.Max.y);
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}
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else
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else // FIXME: PageUp/PageDown are leaving move_dir == None
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{
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r.Min.x = ImClamp(r.Min.x, clip_rect.Min.x, clip_rect.Max.x);
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r.Max.x = ImClamp(r.Max.x, clip_rect.Min.x, clip_rect.Max.x);
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@ -8750,14 +8750,16 @@ static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect
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}
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// Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057
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static bool ImGui::NavScoreItem(ImGuiNavItemData* result, ImRect cand)
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static bool ImGui::NavScoreItem(ImGuiNavItemData* result)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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if (g.NavLayer != window->DC.NavLayerCurrent)
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return false;
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const ImRect curr = g.NavScoringRect; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)
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// FIXME: Those are not good variables names
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ImRect cand = g.LastItemData.NavRect; // Current item nav rectangle
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const ImRect curr = g.NavScoringRect; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)
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g.NavScoringCount++;
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// When entering through a NavFlattened border, we consider child window items as fully clipped for scoring
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@ -8820,7 +8822,7 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result, ImRect cand)
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draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100));
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draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200));
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draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40,0,0,150));
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draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Max, ~0U, buf);
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draw_list->AddText(cand.Max, ~0U, buf);
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}
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else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate.
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{
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@ -8829,7 +8831,7 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result, ImRect cand)
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ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center);
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ImDrawList* draw_list = GetForegroundDrawList(window);
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draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200));
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draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Min, IM_COL32(255, 255, 255, 255), buf);
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draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf);
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}
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}
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#endif
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@ -8881,21 +8883,24 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result, ImRect cand)
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return new_best;
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}
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static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result, ImGuiWindow* window, ImGuiID id, const ImRect& nav_bb)
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static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(g.LastItemData.ID == id); // Otherwise pulling from window->DC wouldn't be right
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ImGuiWindow* window = g.CurrentWindow;
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result->Window = window;
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result->ID = id;
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result->ID = g.LastItemData.ID;
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result->FocusScopeId = window->DC.NavFocusScopeIdCurrent;
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result->RectRel = ImRect(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos);
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result->RectRel = ImRect(g.LastItemData.NavRect.Min - window->Pos, g.LastItemData.NavRect.Max - window->Pos);
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}
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// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above)
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// This is called after LastItemData is set.
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static void ImGui::NavProcessItem(ImGuiWindow* window, ImGuiID id, const ImRect& nav_bb)
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static void ImGui::NavProcessItem()
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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const ImGuiID id = g.LastItemData.ID;
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const ImRect nav_bb = g.LastItemData.NavRect;
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const ImGuiItemFlags item_flags = g.LastItemData.InFlags;
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// Process Init Request
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@ -8922,7 +8927,7 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, ImGuiID id, const ImRect&
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if ((g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav)))
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{
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ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
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bool new_best = NavScoreItem(result, nav_bb);
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bool new_best = NavScoreItem(result);
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#if IMGUI_DEBUG_NAV_SCORING
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// [DEBUG] Scoring all items in NavWindow at all times
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@ -8930,14 +8935,14 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, ImGuiID id, const ImRect&
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new_best = false;
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#endif
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if (new_best)
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NavApplyItemToResult(result, window, id, nav_bb);
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NavApplyItemToResult(result);
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// Features like PageUp/PageDown need to maintain a separate score for the visible set of items.
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const float VISIBLE_RATIO = 0.70f;
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if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))
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if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)
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if (NavScoreItem(&g.NavMoveResultLocalVisible, nav_bb))
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NavApplyItemToResult(&g.NavMoveResultLocalVisible, window, id, nav_bb);
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if (NavScoreItem(&g.NavMoveResultLocalVisible))
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NavApplyItemToResult(&g.NavMoveResultLocalVisible);
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}
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}
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@ -1851,7 +1851,7 @@ struct IMGUI_API ImGuiWindowTempData
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int CurrentTableIdx; // Current table index (into g.Tables)
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ImGuiLayoutType LayoutType;
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ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin()
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int FocusCounterRegular; // (Legacy Focus/Tabbing system) Sequential counter, start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign)
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int FocusCounterRegular; // (Legacy Focus/Tabbing system) Sequential counter, start at -1 and increase as assigned via ImGuiItemAddFlags_Focusable (FIXME-NAV: Needs redesign)
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int FocusCounterTabStop; // (Legacy Focus/Tabbing system) Same, but only count widgets which you can Tab through.
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// Local parameters stacks
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