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	Nav: Renamed internal field.
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							| @@ -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)); | ||||
|   | ||||
| @@ -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 | ||||
|   | ||||
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