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Nav: Renamed internal field.
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parent
9712a81f85
commit
8a5a29f0be
22
imgui.cpp
22
imgui.cpp
@ -1848,7 +1848,7 @@ ImGuiWindow::ImGuiWindow(const char* name)
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SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
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NavLastIds[0] = NavLastIds[1] = 0;
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NavRefRectRel[0] = NavRefRectRel[1] = ImRect();
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NavRectRel[0] = NavRectRel[1] = ImRect();
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LastFrameActive = -1;
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ItemWidthDefault = 0.0f;
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@ -2225,7 +2225,7 @@ bool ImGui::ItemAdd(const ImRect& bb, const ImGuiID* id, const ImRect* nav_bb_ar
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// Update window-relative bounding box of navigated item
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if (g.NavId == *id)
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{
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window->NavRefRectRel[window->DC.NavLayerCurrent] = nav_bb_rel;
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window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel;
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g.NavIdIsAlive = true;
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g.NavIdTabCounter = window->FocusIdxTabCounter;
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}
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@ -2461,7 +2461,7 @@ static void SetNavIdAndMoveMouse(ImGuiID id, int nav_layer, const ImRect& rect_r
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{
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ImGuiContext& g = *GImGui;
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SetNavId(id, nav_layer);
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g.NavWindow->NavRefRectRel[nav_layer] = rect_rel;
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g.NavWindow->NavRectRel[nav_layer] = rect_rel;
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g.NavMousePosDirty = true;
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g.NavDisableHighlight = false;
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g.NavDisableMouseHover = true;
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@ -2492,8 +2492,8 @@ static ImVec2 NavCalcPreferredMousePos()
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ImGuiWindow* window = g.NavWindow;
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if (!window)
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return g.IO.MousePos;
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const ImRect& ref_rect_rel = window->NavRefRectRel[g.NavLayer];
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ImVec2 pos = g.NavWindow->Pos + ImVec2(ref_rect_rel.Min.x + ImMin(g.Style.FramePadding.x*4, ref_rect_rel.GetWidth()), ref_rect_rel.Max.y - ImMin(g.Style.FramePadding.y, ref_rect_rel.GetHeight()));
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const ImRect& rect_rel = window->NavRectRel[g.NavLayer];
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ImVec2 pos = g.NavWindow->Pos + ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x*4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight()));
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ImRect visible_rect = GetVisibleRect();
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return ImFloor(ImClamp(pos, visible_rect.Min, visible_rect.Max)); // ImFloor() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta.
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}
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@ -2584,7 +2584,7 @@ static void NavUpdate()
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// Apply result from previous navigation init request (typically select the first item, unless SetItemDefaultFocus() has been called)
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IM_ASSERT(g.NavWindow);
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SetNavId(g.NavInitDefaultResultId, g.NavLayer);
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g.NavWindow->NavRefRectRel[g.NavLayer] = g.NavInitDefaultResultRectRel;
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g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitDefaultResultRectRel;
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if (g.NavDisableMouseHover)
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g.NavMousePosDirty = true;
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}
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@ -2838,18 +2838,18 @@ static void NavUpdate()
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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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ImRect window_rect_rel(g.NavWindow->InnerRect.Min - g.NavWindow->Pos - ImVec2(1,1), g.NavWindow->InnerRect.Max - g.NavWindow->Pos + ImVec2(1,1));
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if (!window_rect_rel.Contains(g.NavWindow->NavRefRectRel[g.NavLayer]))
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if (!window_rect_rel.Contains(g.NavWindow->NavRectRel[g.NavLayer]))
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{
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float pad = g.NavWindow->CalcFontSize() * 0.5f;
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window_rect_rel.Expand(ImVec2(-ImMin(window_rect_rel.GetWidth(), pad), -ImMin(window_rect_rel.GetHeight(), pad))); // Terrible approximation for the intend of starting navigation from first fully visible item
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g.NavWindow->NavRefRectRel[g.NavLayer].ClipWith(window_rect_rel);
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g.NavWindow->NavRectRel[g.NavLayer].ClipWith(window_rect_rel);
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g.NavId = 0;
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}
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g.NavMoveFromClampedRefRect = false;
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}
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// For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
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g.NavScoringRectScreen = g.NavWindow ? ImRect(g.NavWindow->Pos + g.NavWindow->NavRefRectRel[g.NavLayer].Min, g.NavWindow->Pos + g.NavWindow->NavRefRectRel[g.NavLayer].Max) : ImRect();
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g.NavScoringRectScreen = g.NavWindow ? ImRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[g.NavLayer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[g.NavLayer].Max) : ImRect();
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g.NavScoringRectScreen.Min.x = ImMin(g.NavScoringRectScreen.Min.x + 1.0f, g.NavScoringRectScreen.Max.x);
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g.NavScoringRectScreen.Max.x = g.NavScoringRectScreen.Min.x;
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//g.OverlayDrawList.AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG]
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@ -5514,7 +5514,7 @@ void ImGui::FocusWindow(ImGuiWindow* window)
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g.NavLayer = 0;
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if (window && g.NavDisableMouseHover)
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g.NavMousePosDirty = true;
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window->NavRefRectRel[0].Min = window->NavRefRectRel[1].Max = window ? (window->DC.CursorStartPos - window->Pos) : ImVec2(0,0);
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window->NavRectRel[0].Min = window->NavRectRel[1].Max = window ? (window->DC.CursorStartPos - window->Pos) : ImVec2(0,0);
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g.NavWindow = window;
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}
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@ -11627,7 +11627,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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ImGui::BulletText("Scroll: (%.2f,%.2f)", window->Scroll.x, window->Scroll.y);
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ImGui::BulletText("Active: %d, Accessed: %d", window->Active, window->Accessed);
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ImGui::BulletText("NavLastIds: 0x%08X,0x%08X, NavLayerActiveMask: %X", window->NavLastIds[0], window->NavLastIds[1], window->DC.NavLayerActiveMask);
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ImGui::BulletText("NavRefRectRel[0]: (%.1f,%.1f)(%.1f,%.1f)", window->NavRefRectRel[0].Min.x, window->NavRefRectRel[0].Min.y, window->NavRefRectRel[0].Max.x, window->NavRefRectRel[0].Max.y);
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ImGui::BulletText("NavRectRel[0]: (%.1f,%.1f)(%.1f,%.1f)", window->NavRectRel[0].Min.x, window->NavRectRel[0].Min.y, window->NavRectRel[0].Max.x, window->NavRectRel[0].Max.y);
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if (window->RootWindow != window) NodeWindow(window->RootWindow, "RootWindow");
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if (window->DC.ChildWindows.Size > 0) NodeWindows(window->DC.ChildWindows, "ChildWindows");
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ImGui::BulletText("Storage: %d bytes", window->StateStorage.Data.Size * (int)sizeof(ImGuiStorage::Pair));
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@ -776,7 +776,7 @@ struct IMGUI_API ImGuiWindow
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ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0,0) when positioning from top-left corner; ImVec2(0.5f,0.5f) for centering; ImVec2(1,1) for bottom right.
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ImGuiID NavLastIds[2]; // Last known NavId for this window, per layer (0/1)
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ImRect NavRefRectRel[2]; // Reference rectangle, in window space
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ImRect NavRectRel[2]; // Reference rectangle, in window space
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ImGuiDrawContext DC; // Temporary per-window data, reset at the beginning of the frame
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ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack
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