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Nav: It's now possible to navigate sibling of a menu-bar while navigating inside one of their child. If a Left<>Right navigation request fails to find a match we forward the request to the root menu. (#787, #126)
Currently the sibling menu is isn't automatically opened, that's still left to it (and even that can be anoying in Windows when the first menu-item is a child menu)
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parent
587e637db0
commit
88a354585a
56
imgui.cpp
56
imgui.cpp
@ -2634,6 +2634,15 @@ static void NavUpdate()
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g.NavMoveFromClampedRefRect = false;
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}
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// When a forwarded move request failed, we restore the highlight that we disabled during the forward frame
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if (g.NavMoveRequestForwardStep == 2)
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{
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IM_ASSERT(g.NavMoveRequest);
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if (g.NavMoveResultId == 0)
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g.NavDisableHighlight = false;
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g.NavMoveRequestForwardStep = 0;
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}
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// Apply application mouse position movement, after we had a chance to process move request result.
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if (g.NavMousePosDirty && g.NavIdIsAlive)
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{
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@ -2781,14 +2790,24 @@ static void NavUpdate()
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// Initiate directional inputs request
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const int allowed_dir_flags = (g.ActiveId == 0) ? ~0 : g.ActiveIdAllowNavDirFlags;
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g.NavMoveDir = ImGuiDir_None;
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if (g.NavWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
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if (g.NavMoveRequestForwardStep == 0)
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{
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if ((allowed_dir_flags & (1<<ImGuiDir_Left)) && IsNavInputPressed(ImGuiNavInput_PadLeft, ImGuiNavReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Left;
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if ((allowed_dir_flags & (1<<ImGuiDir_Right)) && IsNavInputPressed(ImGuiNavInput_PadRight, ImGuiNavReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Right;
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if ((allowed_dir_flags & (1<<ImGuiDir_Up)) && IsNavInputPressed(ImGuiNavInput_PadUp, ImGuiNavReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Up;
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if ((allowed_dir_flags & (1<<ImGuiDir_Down)) && IsNavInputPressed(ImGuiNavInput_PadDown, ImGuiNavReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Down;
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g.NavMoveDir = ImGuiDir_None;
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if (g.NavWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
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{
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if ((allowed_dir_flags & (1<<ImGuiDir_Left)) && IsNavInputPressed(ImGuiNavInput_PadLeft, ImGuiNavReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Left;
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if ((allowed_dir_flags & (1<<ImGuiDir_Right)) && IsNavInputPressed(ImGuiNavInput_PadRight, ImGuiNavReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Right;
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if ((allowed_dir_flags & (1<<ImGuiDir_Up)) && IsNavInputPressed(ImGuiNavInput_PadUp, ImGuiNavReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Up;
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if ((allowed_dir_flags & (1<<ImGuiDir_Down)) && IsNavInputPressed(ImGuiNavInput_PadDown, ImGuiNavReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Down;
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}
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}
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else
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{
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IM_ASSERT(g.NavMoveDir != ImGuiDir_None);
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IM_ASSERT(g.NavMoveRequestForwardStep == 1);
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g.NavMoveRequestForwardStep = 2;
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}
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if (g.NavMoveDir != ImGuiDir_None)
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{
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g.NavMoveRequest = true;
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@ -2834,9 +2853,10 @@ static void NavUpdate()
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// Reset search
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g.NavMoveResultId = 0;
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g.NavMoveResultDistAxial = g.NavMoveResultDistBox = g.NavMoveResultDistCenter = FLT_MAX;
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// When we have manually scrolled (without using navigation) and NavId becomes out of bounds, we clamp its bounding box (used for search) 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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{
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// When we have manually scrolled and NavId is out of bounds, we clamp its bounding box (used for search) to the visible area to restart navigation within visible items
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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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if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
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@ -5231,6 +5251,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
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window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f;
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window->DC.ChildWindows.resize(0);
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window->DC.LayoutType = ImGuiLayoutType_Vertical;
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window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
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window->DC.ItemFlags = ImGuiItemFlags_Default_;
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window->DC.ItemWidth = window->ItemWidthDefault;
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window->DC.TextWrapPos = -1.0f; // disabled
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@ -9966,6 +9987,27 @@ void ImGui::EndMenuBar()
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ImGuiWindow* window = GetCurrentWindow();
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if (window->SkipItems)
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return;
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ImGuiContext& g = *GImGui;
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// 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))
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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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nav_earliest_child = nav_earliest_child->ParentWindow;
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if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && g.NavMoveRequestForwardStep == 0)
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{
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// To do so we claim focus back, restore NavId and then process the movement request for yet another frame.
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// This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth the hassle/cost)
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IM_ASSERT(window->DC.NavLayerActiveMaskNext & 0x02); // Sanity check
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FocusWindow(window);
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SetNavIdAndMoveMouse(window->NavLastIds[1], 1, window->NavRectRel[1]);
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g.NavLayer = 1;
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g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection.
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g.NavMoveRequest = false;
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g.NavMoveRequestForwardStep = 1;
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}
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}
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IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar);
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IM_ASSERT(window->DC.MenuBarAppending);
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@ -473,8 +473,9 @@ struct ImGuiContext
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ImGuiID NavInitDefaultResultId;
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ImRect NavInitDefaultResultRectRel;
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bool NavInitDefaultResultExplicit; // Whether the result was explicitly requested with SetItemDefaultFocus()
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bool NavMoveRequest; // Move request for this frame
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bool NavMoveFromClampedRefRect; // Set by manual scrolling, if we scroll to a point where NavId isn't visible we reset navigation from visible items
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bool NavMoveRequest; // Move request for this frame
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int NavMoveRequestForwardStep; // 0: no forward, 1: forward request, 2: forward result
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ImGuiDir NavMoveDir; // West/East/North/South
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ImGuiDir NavMoveDirLast; //
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ImGuiID NavMoveResultId; // Best move request candidate
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@ -585,6 +586,7 @@ struct ImGuiContext
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NavInitDefaultResultExplicit = false;
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NavMoveFromClampedRefRect = false;
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NavMoveRequest = false;
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NavMoveRequestForwardStep = 0;
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NavMoveDir = NavMoveDirLast = ImGuiDir_None;
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NavMoveResultId = 0;
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NavMoveResultDistBox = NavMoveResultDistCenter = NavMoveResultDistAxial = 0.0f;
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@ -663,8 +665,8 @@ struct IMGUI_API ImGuiDrawContext
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ImGuiID LastItemId;
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ImRect LastItemRect;
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bool LastItemRectHoveredRect;
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bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f)
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int NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1)
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bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f)
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int NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1)
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int NavLayerActiveMask; // Which layer have been written to (result from previous frame)
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int NavLayerActiveMaskNext; // Which layer have been written to (buffer for current frame)
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bool MenuBarAppending; // FIXME: Remove this
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@ -672,6 +674,7 @@ struct IMGUI_API ImGuiDrawContext
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ImVector<ImGuiWindow*> ChildWindows;
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ImGuiStorage* StateStorage;
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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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// We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
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ImGuiItemFlags ItemFlags; // == ItemFlagsStack.back() [empty == ImGuiItemFlags_Default]
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@ -714,7 +717,7 @@ struct IMGUI_API ImGuiDrawContext
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MenuBarAppending = false;
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MenuBarOffsetX = 0.0f;
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StateStorage = NULL;
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LayoutType = ImGuiLayoutType_Vertical;
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LayoutType = ParentLayoutType = ImGuiLayoutType_Vertical;
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ItemWidth = 0.0f;
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ItemFlags = ImGuiItemFlags_Default_;
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TextWrapPos = -1.0f;
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