mirror of
https://github.com/Drezil/imgui.git
synced 2024-12-22 07:36:35 +00:00
Nav: relative rectangle positions are now stored relative to CursorStartPos to be independent of scrolling. Will facilitate rework of clipper (#3841)
+ Extracted code into NavUpdateCreateWrappingRequest() + Fix for PVS in NavUpdate() assigning g.NavMousePosDirty twice.
This commit is contained in:
parent
8d361c47fb
commit
a67f7dce31
115
imgui.cpp
115
imgui.cpp
@ -917,6 +917,7 @@ static void NavUpdateCancelRequest();
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static void NavUpdateCreateMoveRequest();
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static float NavUpdatePageUpPageDown();
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static inline void NavUpdateAnyRequestFlag();
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static void NavUpdateCreateWrappingRequest();
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static void NavEndFrame();
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static bool NavScoreItem(ImGuiNavItemData* result);
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static void NavApplyItemToResult(ImGuiNavItemData* result);
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@ -9447,7 +9448,7 @@ static void ImGui::NavUpdate()
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if (!nav_keyboard_active && !nav_gamepad_active)
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{
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g.NavDisableHighlight = true;
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g.NavDisableMouseHover = g.NavMousePosDirty = false;
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g.NavDisableMouseHover = set_mouse_pos = false;
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}
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// Update mouse position if requested
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@ -9465,7 +9466,7 @@ static void ImGui::NavUpdate()
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if (g.NavWindow)
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{
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ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow);
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if (1) { for (int layer = 0; layer < 2; layer++) { ImRect r = WindowRectRelToAbs(g.NavWindow, g.NavWindow->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255,200,0,255)); } // [DEBUG]
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if (1) { for (int layer = 0; layer < 2; layer++) { ImRect r = WindowRectRelToAbs(g.NavWindow, g.NavWindow->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255,200,0,255)); } } // [DEBUG]
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if (1) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
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}
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#endif
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@ -9775,7 +9776,7 @@ static float ImGui::NavUpdatePageUpPageDown()
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// FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y
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// Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result.
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// Preserve current horizontal position if we have any.
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nav_rect_rel.Min.y = nav_rect_rel.Max.y = -window->Scroll.y;
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nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f;
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if (nav_rect_rel.IsInverted())
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nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
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g.NavMoveDir = ImGuiDir_Down;
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@ -9784,7 +9785,7 @@ static float ImGui::NavUpdatePageUpPageDown()
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}
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else if (end_pressed)
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{
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nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ScrollMax.y + window->SizeFull.y - window->Scroll.y;
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nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y;
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if (nav_rect_rel.IsInverted())
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nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
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g.NavMoveDir = ImGuiDir_Up;
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@ -9805,64 +9806,66 @@ static void ImGui::NavEndFrame()
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NavUpdateWindowingOverlay();
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// Perform wrap-around in menus
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// FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly.
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// FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame.
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ImGuiWindow* window = g.NavWindow;
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const ImGuiNavMoveFlags move_flags = g.NavMoveFlags;
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const ImGuiNavMoveFlags wanted_flags = ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY;
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if (window && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & wanted_flags) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0)
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if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & wanted_flags) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0)
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NavUpdateCreateWrappingRequest();
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}
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static void ImGui::NavUpdateCreateWrappingRequest()
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.NavWindow;
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bool do_forward = false;
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ImRect bb_rel = window->NavRectRel[g.NavLayer];
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ImGuiDir clip_dir = g.NavMoveDir;
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const ImGuiNavMoveFlags move_flags = g.NavMoveFlags;
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if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
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{
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bool do_forward = false;
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ImRect bb_rel = window->NavRectRel[g.NavLayer];
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ImGuiDir clip_dir = g.NavMoveDir;
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if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
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bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x;
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if (move_flags & ImGuiNavMoveFlags_WrapX)
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{
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bb_rel.Min.x = bb_rel.Max.x =
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ImMax(window->SizeFull.x, window->ContentSize.x + window->WindowPadding.x * 2.0f) - window->Scroll.x;
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if (move_flags & ImGuiNavMoveFlags_WrapX)
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{
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bb_rel.TranslateY(-bb_rel.GetHeight());
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clip_dir = ImGuiDir_Up;
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}
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do_forward = true;
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}
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if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
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{
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bb_rel.Min.x = bb_rel.Max.x = -window->Scroll.x;
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if (move_flags & ImGuiNavMoveFlags_WrapX)
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{
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bb_rel.TranslateY(+bb_rel.GetHeight());
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clip_dir = ImGuiDir_Down;
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}
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do_forward = true;
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}
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const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight();
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if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
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{
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bb_rel.Min.y = bb_rel.Max.y =
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ImMax(window->SizeFull.y, window->ContentSize.y + window->WindowPadding.y * 2.0f) - window->Scroll.y + decoration_up_height;
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if (move_flags & ImGuiNavMoveFlags_WrapY)
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{
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bb_rel.TranslateX(-bb_rel.GetWidth());
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clip_dir = ImGuiDir_Left;
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}
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do_forward = true;
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}
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if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
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{
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bb_rel.Min.y = bb_rel.Max.y = -window->Scroll.y + decoration_up_height;
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if (move_flags & ImGuiNavMoveFlags_WrapY)
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{
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bb_rel.TranslateX(+bb_rel.GetWidth());
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clip_dir = ImGuiDir_Right;
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}
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do_forward = true;
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}
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if (do_forward)
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{
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window->NavRectRel[g.NavLayer] = bb_rel;
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NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags);
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bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row
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clip_dir = ImGuiDir_Up;
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}
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do_forward = true;
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}
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if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
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{
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bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x;
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if (move_flags & ImGuiNavMoveFlags_WrapX)
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{
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bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row
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clip_dir = ImGuiDir_Down;
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}
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do_forward = true;
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}
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if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
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{
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bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y;
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if (move_flags & ImGuiNavMoveFlags_WrapY)
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{
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bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column
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clip_dir = ImGuiDir_Left;
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}
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do_forward = true;
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}
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if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
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{
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bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y;
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if (move_flags & ImGuiNavMoveFlags_WrapY)
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{
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bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column
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clip_dir = ImGuiDir_Right;
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}
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do_forward = true;
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}
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if (!do_forward)
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return;
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window->NavRectRel[g.NavLayer] = bb_rel;
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NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags);
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}
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static int ImGui::FindWindowFocusIndex(ImGuiWindow* window)
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2
imgui.h
2
imgui.h
@ -64,7 +64,7 @@ Index of this file:
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// Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
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#define IMGUI_VERSION "1.86 WIP"
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#define IMGUI_VERSION_NUM 18503
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#define IMGUI_VERSION_NUM 18504
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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#define IMGUI_HAS_TABLE
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@ -2388,8 +2388,8 @@ namespace ImGui
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IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0);
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IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0);
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IMGUI_API void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size);
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inline ImRect WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->Pos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); }
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inline ImRect WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->Pos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); }
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inline ImRect WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); }
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inline ImRect WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); }
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// Windows: Display Order and Focus Order
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IMGUI_API void FocusWindow(ImGuiWindow* window);
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