Nav: Renamed internal field.

This commit is contained in:
omar 2017-09-29 19:28:19 +02:00
parent 9712a81f85
commit 8a5a29f0be
2 changed files with 12 additions and 12 deletions

View File

@ -1848,7 +1848,7 @@ ImGuiWindow::ImGuiWindow(const char* name)
SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
NavLastIds[0] = NavLastIds[1] = 0;
NavRefRectRel[0] = NavRefRectRel[1] = ImRect();
NavRectRel[0] = NavRectRel[1] = ImRect();
LastFrameActive = -1;
ItemWidthDefault = 0.0f;
@ -2225,7 +2225,7 @@ bool ImGui::ItemAdd(const ImRect& bb, const ImGuiID* id, const ImRect* nav_bb_ar
// Update window-relative bounding box of navigated item
if (g.NavId == *id)
{
window->NavRefRectRel[window->DC.NavLayerCurrent] = nav_bb_rel;
window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel;
g.NavIdIsAlive = true;
g.NavIdTabCounter = window->FocusIdxTabCounter;
}
@ -2461,7 +2461,7 @@ static void SetNavIdAndMoveMouse(ImGuiID id, int nav_layer, const ImRect& rect_r
{
ImGuiContext& g = *GImGui;
SetNavId(id, nav_layer);
g.NavWindow->NavRefRectRel[nav_layer] = rect_rel;
g.NavWindow->NavRectRel[nav_layer] = rect_rel;
g.NavMousePosDirty = true;
g.NavDisableHighlight = false;
g.NavDisableMouseHover = true;
@ -2492,8 +2492,8 @@ static ImVec2 NavCalcPreferredMousePos()
ImGuiWindow* window = g.NavWindow;
if (!window)
return g.IO.MousePos;
const ImRect& ref_rect_rel = window->NavRefRectRel[g.NavLayer];
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()));
const ImRect& rect_rel = window->NavRectRel[g.NavLayer];
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()));
ImRect visible_rect = GetVisibleRect();
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.
}
@ -2584,7 +2584,7 @@ static void NavUpdate()
// Apply result from previous navigation init request (typically select the first item, unless SetItemDefaultFocus() has been called)
IM_ASSERT(g.NavWindow);
SetNavId(g.NavInitDefaultResultId, g.NavLayer);
g.NavWindow->NavRefRectRel[g.NavLayer] = g.NavInitDefaultResultRectRel;
g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitDefaultResultRectRel;
if (g.NavDisableMouseHover)
g.NavMousePosDirty = true;
}
@ -2838,18 +2838,18 @@ static void NavUpdate()
{
// 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
ImRect window_rect_rel(g.NavWindow->InnerRect.Min - g.NavWindow->Pos - ImVec2(1,1), g.NavWindow->InnerRect.Max - g.NavWindow->Pos + ImVec2(1,1));
if (!window_rect_rel.Contains(g.NavWindow->NavRefRectRel[g.NavLayer]))
if (!window_rect_rel.Contains(g.NavWindow->NavRectRel[g.NavLayer]))
{
float pad = g.NavWindow->CalcFontSize() * 0.5f;
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
g.NavWindow->NavRefRectRel[g.NavLayer].ClipWith(window_rect_rel);
g.NavWindow->NavRectRel[g.NavLayer].ClipWith(window_rect_rel);
g.NavId = 0;
}
g.NavMoveFromClampedRefRect = false;
}
// 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)
g.NavScoringRectScreen = g.NavWindow ? ImRect(g.NavWindow->Pos + g.NavWindow->NavRefRectRel[g.NavLayer].Min, g.NavWindow->Pos + g.NavWindow->NavRefRectRel[g.NavLayer].Max) : ImRect();
g.NavScoringRectScreen = g.NavWindow ? ImRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[g.NavLayer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[g.NavLayer].Max) : ImRect();
g.NavScoringRectScreen.Min.x = ImMin(g.NavScoringRectScreen.Min.x + 1.0f, g.NavScoringRectScreen.Max.x);
g.NavScoringRectScreen.Max.x = g.NavScoringRectScreen.Min.x;
//g.OverlayDrawList.AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG]
@ -5514,7 +5514,7 @@ void ImGui::FocusWindow(ImGuiWindow* window)
g.NavLayer = 0;
if (window && g.NavDisableMouseHover)
g.NavMousePosDirty = true;
window->NavRefRectRel[0].Min = window->NavRefRectRel[1].Max = window ? (window->DC.CursorStartPos - window->Pos) : ImVec2(0,0);
window->NavRectRel[0].Min = window->NavRectRel[1].Max = window ? (window->DC.CursorStartPos - window->Pos) : ImVec2(0,0);
g.NavWindow = window;
}
@ -11627,7 +11627,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
ImGui::BulletText("Scroll: (%.2f,%.2f)", window->Scroll.x, window->Scroll.y);
ImGui::BulletText("Active: %d, Accessed: %d", window->Active, window->Accessed);
ImGui::BulletText("NavLastIds: 0x%08X,0x%08X, NavLayerActiveMask: %X", window->NavLastIds[0], window->NavLastIds[1], window->DC.NavLayerActiveMask);
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);
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);
if (window->RootWindow != window) NodeWindow(window->RootWindow, "RootWindow");
if (window->DC.ChildWindows.Size > 0) NodeWindows(window->DC.ChildWindows, "ChildWindows");
ImGui::BulletText("Storage: %d bytes", window->StateStorage.Data.Size * (int)sizeof(ImGuiStorage::Pair));

View File

@ -776,7 +776,7 @@ struct IMGUI_API ImGuiWindow
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.
ImGuiID NavLastIds[2]; // Last known NavId for this window, per layer (0/1)
ImRect NavRefRectRel[2]; // Reference rectangle, in window space
ImRect NavRectRel[2]; // Reference rectangle, in window space
ImGuiDrawContext DC; // Temporary per-window data, reset at the beginning of the frame
ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack