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Nav: Added NavJustNavigatedId internal info to record when we land on a given item after a navigation request, useful for various algorithms (currently looking at range selection stuff) (#787)
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@ -1928,7 +1928,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
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if (id)
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{
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g.ActiveIdIsAlive = true;
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g.ActiveIdSource = (g.NavActivateId == id || g.NavInputId == id || g.NavTabbedId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse;
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g.ActiveIdSource = (g.NavActivateId == id || g.NavInputId == id || g.NavJustTabbedId == id || g.NavJustNavigatedId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse;
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if (g.ActiveIdSource == ImGuiInputSource_Nav)
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g.NavDisableMouseHover = true;
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else
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@ -2318,7 +2318,7 @@ bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id, bool tab_stop
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return true;
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if (allow_keyboard_focus && window->FocusIdxTabCounter == window->FocusIdxTabRequestCurrent)
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{
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g.NavTabbedId = id;
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g.NavJustTabbedId = id;
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return true;
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}
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@ -2592,6 +2592,7 @@ static void NavUpdate()
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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.NavJustNavigatedId = 0;
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// Process navigation move request
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if (g.NavMoveRequest && g.NavMoveResultId != 0)
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@ -2633,6 +2634,7 @@ static void NavUpdate()
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// Apply result from previous frame navigation directional move request
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ImGui::ClearActiveID();
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SetNavIdAndMoveMouse(g.NavMoveResultId, g.NavLayer, g.NavMoveResultRectRel);
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g.NavJustNavigatedId = g.NavMoveResultId;
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g.NavMoveFromClampedRefRect = false;
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}
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@ -2657,7 +2659,7 @@ static void NavUpdate()
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g.NavMousePosDirty = false;
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}
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g.NavIdIsAlive = false;
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g.NavTabbedId = 0;
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g.NavJustTabbedId = 0;
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// Navigation windowing mode (change focus, move/resize window)
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if (!g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_PadMenu, ImGuiNavReadMode_Pressed))
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@ -458,7 +458,8 @@ struct ImGuiContext
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ImGuiWindow* NavWindow; // Nav/focused window for navigation
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ImGuiID NavId; // Nav/focused item for navigation
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ImGuiID NavActivateId, NavInputId; // ~~ IsKeyPressedMap(ImGuiKey_NavActive) ? NavId : 0, etc. (to make widget code terser)
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ImGuiID NavTabbedId; //
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ImGuiID NavJustTabbedId; // Just tabbed to this id.
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ImGuiID NavJustNavigatedId; // Just navigated to this id (result of a successfully MoveRequest)
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ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
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ImGuiWindow* NavWindowingTarget;
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float NavWindowingDisplayAlpha;
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@ -571,7 +572,7 @@ struct ImGuiContext
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SettingsDirtyTimer = 0.0f;
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NavWindow = NULL;
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NavId = NavActivateId = NavInputId = NavTabbedId = 0;
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NavId = NavActivateId = NavInputId = NavJustTabbedId = 0;
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NavScoringRectScreen = ImRect();
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NavWindowingTarget = NULL;
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NavWindowingDisplayAlpha = 0.0f;
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