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Nav: rework NavEnableSetMousePos application so scrolling is applied more consistently in NavCalcPreferredRefPos() + moved at end of NavUpdate() after the last SetScroll have been done.
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parent
8361ed1f54
commit
8d361c47fb
47
imgui.cpp
47
imgui.cpp
@ -9232,7 +9232,8 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
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static ImVec2 ImGui::NavCalcPreferredRefPos()
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static ImVec2 ImGui::NavCalcPreferredRefPos()
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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if (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow)
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ImGuiWindow* window = g.NavWindow;
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if (g.NavDisableHighlight || !g.NavDisableMouseHover || !window)
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{
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{
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// Mouse (we need a fallback in case the mouse becomes invalid after being used)
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// Mouse (we need a fallback in case the mouse becomes invalid after being used)
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if (IsMousePosValid(&g.IO.MousePos))
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if (IsMousePosValid(&g.IO.MousePos))
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@ -9241,8 +9242,14 @@ static ImVec2 ImGui::NavCalcPreferredRefPos()
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}
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}
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else
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else
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{
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{
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// When navigation is active and mouse is disabled, decide on an arbitrary position around the bottom left of the currently navigated item.
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// When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item
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ImRect rect_rel = WindowRectRelToAbs(g.NavWindow, g.NavWindow->NavRectRel[g.NavLayer]);
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// Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?)
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ImRect rect_rel = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]);
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if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX))
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{
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ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
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rect_rel.Translate(window->Scroll - next_scroll);
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}
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ImVec2 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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ImVec2 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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ImGuiViewport* viewport = GetMainViewport();
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ImGuiViewport* viewport = GetMainViewport();
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return ImFloor(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // 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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return ImFloor(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // 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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@ -9341,19 +9348,12 @@ static void ImGui::NavUpdate()
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g.NavTabbingInputableRemaining = 0;
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g.NavTabbingInputableRemaining = 0;
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g.NavMoveSubmitted = g.NavMoveScoringItems = false;
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g.NavMoveSubmitted = g.NavMoveScoringItems = false;
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// Apply application mouse position movement, after we had a chance to process move request result.
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// Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling)
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bool set_mouse_pos = false;
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if (g.NavMousePosDirty && g.NavIdIsAlive)
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if (g.NavMousePosDirty && g.NavIdIsAlive)
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{
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if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
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// Set mouse position given our knowledge of the navigated item position from last frame
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set_mouse_pos = true;
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if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
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g.NavMousePosDirty = false;
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if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
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{
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io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos();
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io.WantSetMousePos = true;
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//IMGUI_DEBUG_LOG("SetMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y);
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}
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g.NavMousePosDirty = false;
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}
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g.NavIdIsAlive = false;
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g.NavIdIsAlive = false;
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g.NavJustTabbedId = 0;
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g.NavJustTabbedId = 0;
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IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu);
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IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu);
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@ -9450,6 +9450,15 @@ static void ImGui::NavUpdate()
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g.NavDisableMouseHover = g.NavMousePosDirty = false;
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g.NavDisableMouseHover = g.NavMousePosDirty = false;
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}
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}
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// Update mouse position if requested
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// (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied)
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if (set_mouse_pos && (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
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{
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io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos();
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io.WantSetMousePos = true;
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//IMGUI_DEBUG_LOG("SetMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y);
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}
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// [DEBUG]
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// [DEBUG]
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g.NavScoringDebugCount = 0;
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g.NavScoringDebugCount = 0;
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#if IMGUI_DEBUG_NAV_RECTS
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#if IMGUI_DEBUG_NAV_RECTS
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@ -9614,23 +9623,17 @@ void ImGui::NavMoveRequestApplyResult()
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// Scroll to keep newly navigated item fully into view.
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// Scroll to keep newly navigated item fully into view.
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if (g.NavLayer == ImGuiNavLayer_Main)
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if (g.NavLayer == ImGuiNavLayer_Main)
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{
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{
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ImVec2 delta_scroll;
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if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY)
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if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY)
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{
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{
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// FIXME: Should remove this
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// FIXME: Should remove this
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float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f;
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float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f;
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delta_scroll.y = scroll_target - result->Window->Scroll.y;
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SetScrollY(result->Window, scroll_target);
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SetScrollY(result->Window, scroll_target);
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}
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}
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else
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else
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{
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{
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ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel);
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ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel);
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delta_scroll = ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags);
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ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags);
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}
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}
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// Offset our result position so mouse position can be applied immediately after in NavUpdate()
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result->RectRel.TranslateX(-delta_scroll.x);
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result->RectRel.TranslateY(-delta_scroll.y);
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}
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}
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ClearActiveID();
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ClearActiveID();
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