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	Nav: Tidying up activation mechanism so that setting NavActivateId can trigger buttons.
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							| @@ -2818,13 +2818,23 @@ static void NavUpdate() | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     g.NavActivateId = (g.NavId && !g.NavDisableHighlight && !g.NavWindowingTarget && g.ActiveId == 0 && IsNavInputPressed(ImGuiNavInput_PadActivate, ImGuiNavReadMode_Pressed)) ? g.NavId : 0; | ||||
|     g.NavInputId = (g.NavId && !g.NavDisableHighlight && !g.NavWindowingTarget && g.ActiveId == 0 && IsNavInputPressed(ImGuiNavInput_PadInput, ImGuiNavReadMode_Pressed)) ? g.NavId : 0; | ||||
|     g.NavActivateId = g.NavActivateDownId = g.NavInputId = 0; | ||||
|     if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget) | ||||
|     { | ||||
|         if (g.ActiveId == 0 && IsNavInputPressed(ImGuiNavInput_PadActivate, ImGuiNavReadMode_Pressed)) | ||||
|             g.NavActivateId = g.NavId; | ||||
|         if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputDown(ImGuiNavInput_PadActivate)) | ||||
|             g.NavActivateDownId = g.NavId; | ||||
|         if (g.ActiveId == 0 && IsNavInputPressed(ImGuiNavInput_PadInput, ImGuiNavReadMode_Pressed)) | ||||
|             g.NavInputId = g.NavId; | ||||
|     } | ||||
|     if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) | ||||
|     { | ||||
|         g.NavActivateId = g.NavInputId = 0; | ||||
|         g.NavActivateId = g.NavActivateDownId = g.NavInputId = 0; | ||||
|         g.NavDisableHighlight = true; | ||||
|     } | ||||
|     if (g.NavActivateId != 0) | ||||
|         IM_ASSERT(g.NavActivateDownId == g.NavActivateId); | ||||
|     g.NavMoveRequest = false; | ||||
|  | ||||
|     // Initiate directional inputs request | ||||
| @@ -6681,18 +6691,18 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool | ||||
|     { | ||||
|         // We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse | ||||
|         hovered = true; | ||||
|         if (!g.NavWindowingTarget && IsNavInputDown(ImGuiNavInput_PadActivate)) | ||||
|     } | ||||
|     if (g.NavActivateDownId == id) | ||||
|     { | ||||
|         bool nav_pressed = (g.NavActivateId == id) || IsNavInputPressed(ImGuiNavInput_PadActivate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiNavReadMode_Repeat : ImGuiNavReadMode_Pressed); | ||||
|         if (nav_pressed) | ||||
|             pressed = true; | ||||
|         if (nav_pressed || g.ActiveId == id) | ||||
|         { | ||||
|             bool nav_pressed = IsNavInputPressed(ImGuiNavInput_PadActivate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiNavReadMode_Repeat : ImGuiNavReadMode_Pressed); | ||||
|             if (nav_pressed) | ||||
|                 pressed = true; | ||||
|             if (nav_pressed || g.ActiveId == id) | ||||
|             { | ||||
|                 // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. | ||||
|                 g.NavActivateId = id; // This is so SetActiveId assign a Nav source | ||||
|                 SetActiveID(id, window); | ||||
|                 g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right) | (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); | ||||
|             } | ||||
|             // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. | ||||
|             g.NavActivateId = id; // This is so SetActiveId assign a Nav source | ||||
|             SetActiveID(id, window); | ||||
|             g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right) | (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); | ||||
|         } | ||||
|     } | ||||
|  | ||||
| @@ -6717,7 +6727,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool | ||||
|         } | ||||
|         else if (g.ActiveIdSource == ImGuiInputSource_Nav) | ||||
|         { | ||||
|             if (!IsNavInputDown(ImGuiNavInput_PadActivate)) | ||||
|             if (g.NavActivateDownId != id) | ||||
|                 ClearActiveID(); | ||||
|         } | ||||
|     } | ||||
| @@ -7677,7 +7687,7 @@ bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v | ||||
|                 clicked_t = 1.0f - clicked_t; | ||||
|             set_new_value = true; | ||||
|         } | ||||
|         else if (g.ActiveIdSource == ImGuiInputSource_Nav && IsNavInputDown(ImGuiNavInput_PadActivate)) | ||||
|         else if (g.ActiveIdSource == ImGuiInputSource_Nav && g.NavActivateDownId == id) | ||||
|         { | ||||
|             const ImVec2 delta2 = GetNavInputAmount2d(0, ImGuiNavReadMode_RepeatFast, 0.0f, 0.0f); | ||||
|             if (float delta = is_horizontal ? delta2.x : -delta2.y) | ||||
| @@ -7997,7 +8007,7 @@ bool ImGui::DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_s | ||||
|     // Process clicking on the drag | ||||
|     if (g.ActiveId == id) | ||||
|     { | ||||
|         if (g.IO.MouseDown[0] || IsNavInputDown(ImGuiNavInput_PadActivate)) | ||||
|         if (g.IO.MouseDown[0] || g.NavActivateDownId == id) | ||||
|         { | ||||
|             if (g.ActiveIdIsJustActivated) | ||||
|             { | ||||
|   | ||||
| @@ -465,7 +465,8 @@ struct ImGuiContext | ||||
|     // Navigation data (for gamepad/keyboard) | ||||
|     ImGuiWindow*            NavWindow;                          // Nav/focused window for navigation | ||||
|     ImGuiID                 NavId;                              // Nav/focused item for navigation | ||||
|     ImGuiID                 NavActivateId, NavInputId;          // ~~ IsKeyPressedMap(ImGuiKey_NavActive) ? NavId : 0, etc. (to make widget code terser) | ||||
|     ImGuiID                 NavActivateId, NavActivateDownId;   // ~~ IsNavInputPressed(ImGuiNavInput_PadActivate) ? NavId : 0, etc. | ||||
|     ImGuiID                 NavInputId;                         // ~~ IsNavInputPressed(ImGuiNavInput_PadInput) ? NavId : 0, etc. | ||||
|     ImGuiID                 NavJustTabbedId;                    // Just tabbed to this id. | ||||
|     ImGuiID                 NavJustNavigatedId;                 // Just navigated to this id (result of a successfully MoveRequest) | ||||
|     ImRect                  NavScoringRectScreen;               // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring. | ||||
| @@ -582,7 +583,7 @@ struct ImGuiContext | ||||
|         SettingsDirtyTimer = 0.0f; | ||||
|  | ||||
|         NavWindow = NULL; | ||||
|         NavId = NavActivateId = NavInputId = 0; | ||||
|         NavId = NavActivateId = NavActivateDownId = NavInputId = 0; | ||||
|         NavJustTabbedId = NavJustNavigatedId = 0; | ||||
|         NavScoringRectScreen = ImRect(); | ||||
|         NavWindowingTarget = NULL; | ||||
|   | ||||
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