Nav: fixed IMGUI_DEBUG_NAV_SCORING not setting NavMoveClipDir, leading to debug result not matching real results.

This commit is contained in:
ocornut
2023-04-20 14:53:55 +02:00
parent 662ce46971
commit 8d9e50c807
2 changed files with 19 additions and 14 deletions

View File

@ -5312,7 +5312,8 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, b
parent_window->DC.CursorPos = child_window->Pos;
// Process navigation-in immediately so NavInit can run on first frame
if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavHasScroll))
// Can enter a child if (A) it has navigatable items or (B) it can be scrolled.
if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY))
{
FocusWindow(child_window);
NavInitWindow(child_window, false);
@ -5359,7 +5360,7 @@ void ImGui::EndChild()
ImGuiWindow* parent_window = g.CurrentWindow;
ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz);
ItemSize(sz);
if ((window->DC.NavLayersActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened))
if ((window->DC.NavLayersActiveMask != 0 || window->DC.NavWindowHasScrollY) && !(window->Flags & ImGuiWindowFlags_NavFlattened))
{
ItemAdd(bb, window->ChildId);
RenderNavHighlight(bb, window->ChildId);
@ -6670,7 +6671,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext;
window->DC.NavLayersActiveMaskNext = 0x00;
window->DC.NavHideHighlightOneFrame = false;
window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f);
window->DC.NavWindowHasScrollY = (window->ScrollMax.y > 0.0f);
window->DC.MenuBarAppending = false;
window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user);
@ -9368,6 +9369,8 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu
DebugLocateItemResolveWithLastItem();
#endif
//if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]
//if ((g.LastItemData.InFlags & ImGuiItemFlags_NoNav) == 0)
// window->DrawList->AddRect(g.LastItemData.NavRect.Min, g.LastItemData.NavRect.Max, IM_COL32(255,255,0,255)); // [DEBUG]
// We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
if (is_rect_visible)
@ -10651,12 +10654,12 @@ ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy)
return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up;
}
static float inline NavScoreItemDistInterval(float a0, float a1, float b0, float b1)
static float inline NavScoreItemDistInterval(float cand_min, float cand_max, float curr_min, float curr_max)
{
if (a1 < b0)
return a1 - b0;
if (b1 < a0)
return a0 - b1;
if (cand_max < curr_min)
return cand_max - curr_min;
if (curr_max < cand_min)
return cand_min - curr_max;
return 0.0f;
}
@ -10738,11 +10741,12 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result)
quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right;
}
const ImGuiDir move_dir = g.NavMoveDir;
#if IMGUI_DEBUG_NAV_SCORING
char buf[200];
if (g.IO.KeyCtrl) // Hold CTRL to preview score in matching quadrant. CTRL+Arrow to rotate.
{
if (quadrant == g.NavMoveDir)
if (quadrant == move_dir)
{
ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center);
ImDrawList* draw_list = GetForegroundDrawList(window);
@ -10766,7 +10770,6 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result)
// Is it in the quadrant we're interested in moving to?
bool new_best = false;
const ImGuiDir move_dir = g.NavMoveDir;
if (quadrant == move_dir)
{
// Does it beat the current best candidate?
@ -11271,7 +11274,7 @@ static void ImGui::NavUpdate()
ImGuiWindow* window = g.NavWindow;
const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
const ImGuiDir move_dir = g.NavMoveDir;
if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll && move_dir != ImGuiDir_None)
if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY && move_dir != ImGuiDir_None)
{
if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)
SetScrollX(window, ImFloor(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
@ -11389,6 +11392,7 @@ void ImGui::NavUpdateCreateMoveRequest()
{
if (g.NavMoveDir == ImGuiDir_None)
g.NavMoveDir = g.NavMoveDirForDebug;
g.NavMoveClipDir = g.NavMoveDir;
g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult;
}
#endif
@ -11502,6 +11506,7 @@ void ImGui::NavMoveRequestApplyResult()
g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight;
if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0)
NavRestoreHighlightAfterMove();
IMGUI_DEBUG_LOG_NAV("[nav] NavMoveSubmitted but not led to a result!\n");
return;
}
@ -11638,7 +11643,7 @@ static float ImGui::NavUpdatePageUpPageDown()
if (g.NavLayer != ImGuiNavLayer_Main)
NavRestoreLayer(ImGuiNavLayer_Main);
if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll)
if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY)
{
// Fallback manual-scroll when window has no navigable item
if (IsKeyPressed(ImGuiKey_PageUp, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))