Refactor: Internals: Moved Navigation functions in imgui.cpp in their own section. (part 7) (#2036, #787)

This commit is contained in:
omar 2018-08-30 18:18:24 +02:00
parent 8a6fd237f6
commit acf3cc4c3f

219
imgui.cpp
View File

@ -2703,44 +2703,6 @@ static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) //
return NULL; return NULL;
} }
float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode)
{
ImGuiContext& g = *GImGui;
if (mode == ImGuiInputReadMode_Down)
return g.IO.NavInputs[n]; // Instant, read analog input (0.0f..1.0f, as provided by user)
const float t = g.IO.NavInputsDownDuration[n];
if (t < 0.0f && mode == ImGuiInputReadMode_Released) // Return 1.0f when just released, no repeat, ignore analog input.
return (g.IO.NavInputsDownDurationPrev[n] >= 0.0f ? 1.0f : 0.0f);
if (t < 0.0f)
return 0.0f;
if (mode == ImGuiInputReadMode_Pressed) // Return 1.0f when just pressed, no repeat, ignore analog input.
return (t == 0.0f) ? 1.0f : 0.0f;
if (mode == ImGuiInputReadMode_Repeat)
return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.80f);
if (mode == ImGuiInputReadMode_RepeatSlow)
return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 1.00f, g.IO.KeyRepeatRate * 2.00f);
if (mode == ImGuiInputReadMode_RepeatFast)
return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.30f);
return 0.0f;
}
ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor, float fast_factor)
{
ImVec2 delta(0.0f, 0.0f);
if (dir_sources & ImGuiNavDirSourceFlags_Keyboard)
delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight_, mode) - GetNavInputAmount(ImGuiNavInput_KeyLeft_, mode), GetNavInputAmount(ImGuiNavInput_KeyDown_, mode) - GetNavInputAmount(ImGuiNavInput_KeyUp_, mode));
if (dir_sources & ImGuiNavDirSourceFlags_PadDPad)
delta += ImVec2(GetNavInputAmount(ImGuiNavInput_DpadRight, mode) - GetNavInputAmount(ImGuiNavInput_DpadLeft, mode), GetNavInputAmount(ImGuiNavInput_DpadDown, mode) - GetNavInputAmount(ImGuiNavInput_DpadUp, mode));
if (dir_sources & ImGuiNavDirSourceFlags_PadLStick)
delta += ImVec2(GetNavInputAmount(ImGuiNavInput_LStickRight, mode) - GetNavInputAmount(ImGuiNavInput_LStickLeft, mode), GetNavInputAmount(ImGuiNavInput_LStickDown, mode) - GetNavInputAmount(ImGuiNavInput_LStickUp, mode));
if (slow_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakSlow))
delta *= slow_factor;
if (fast_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakFast))
delta *= fast_factor;
return delta;
}
static void NavUpdateWindowingHighlightWindow(int focus_change_dir) static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
@ -2878,7 +2840,6 @@ static void ImGui::NavUpdateWindowing()
ImGuiWindow* new_nav_window = g.NavWindow; ImGuiWindow* new_nav_window = g.NavWindow;
while ((new_nav_window->DC.NavLayerActiveMask & (1 << 1)) == 0 && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) while ((new_nav_window->DC.NavLayerActiveMask & (1 << 1)) == 0 && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
new_nav_window = new_nav_window->ParentWindow; new_nav_window = new_nav_window->ParentWindow;
if (new_nav_window != g.NavWindow) if (new_nav_window != g.NavWindow)
{ {
ImGuiWindow* old_nav_window = g.NavWindow; ImGuiWindow* old_nav_window = g.NavWindow;
@ -2891,77 +2852,6 @@ static void ImGui::NavUpdateWindowing()
} }
} }
// Window has already passed the IsWindowNavFocusable()
static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)
{
if (window->Flags & ImGuiWindowFlags_Popup)
return "(Popup)";
if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0)
return "(Main menu bar)";
return "(Untitled)";
}
// Overlay displayed when using CTRL+TAB. Called by EndFrame().
void ImGui::NavUpdateWindowingList()
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.NavWindowingTarget != NULL);
if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY)
return;
if (g.NavWindowingList == NULL)
g.NavWindowingList = FindWindowByName("###NavWindowingList");
SetNextWindowSizeConstraints(ImVec2(g.IO.DisplaySize.x * 0.20f, g.IO.DisplaySize.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
SetNextWindowPos(g.IO.DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
for (int n = g.Windows.Size - 1; n >= 0; n--)
{
ImGuiWindow* window = g.Windows[n];
if (!IsWindowNavFocusable(window))
continue;
const char* label = window->Name;
if (label == FindRenderedTextEnd(label))
label = GetFallbackWindowNameForWindowingList(window);
Selectable(label, g.NavWindowingTarget == window);
}
End();
PopStyleVar();
}
// Scroll to keep newly navigated item fully into view
// NB: We modify rect_rel by the amount we scrolled for, so it is immediately updated.
static void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect)
{
ImRect window_rect(window->InnerMainRect.Min - ImVec2(1, 1), window->InnerMainRect.Max + ImVec2(1, 1));
//g.OverlayDrawList.AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]
if (window_rect.Contains(item_rect))
return;
ImGuiContext& g = *GImGui;
if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x)
{
window->ScrollTarget.x = item_rect.Min.x - window->Pos.x + window->Scroll.x - g.Style.ItemSpacing.x;
window->ScrollTargetCenterRatio.x = 0.0f;
}
else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x)
{
window->ScrollTarget.x = item_rect.Max.x - window->Pos.x + window->Scroll.x + g.Style.ItemSpacing.x;
window->ScrollTargetCenterRatio.x = 1.0f;
}
if (item_rect.Min.y < window_rect.Min.y)
{
window->ScrollTarget.y = item_rect.Min.y - window->Pos.y + window->Scroll.y - g.Style.ItemSpacing.y;
window->ScrollTargetCenterRatio.y = 0.0f;
}
else if (item_rect.Max.y >= window_rect.Max.y)
{
window->ScrollTarget.y = item_rect.Max.y - window->Pos.y + window->Scroll.y + g.Style.ItemSpacing.y;
window->ScrollTargetCenterRatio.y = 1.0f;
}
}
void ImGui::StartMouseMovingWindow(ImGuiWindow* window) void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
{ {
// Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows. // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows.
@ -7516,6 +7406,76 @@ void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags mov
} }
} }
float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode)
{
ImGuiContext& g = *GImGui;
if (mode == ImGuiInputReadMode_Down)
return g.IO.NavInputs[n]; // Instant, read analog input (0.0f..1.0f, as provided by user)
const float t = g.IO.NavInputsDownDuration[n];
if (t < 0.0f && mode == ImGuiInputReadMode_Released) // Return 1.0f when just released, no repeat, ignore analog input.
return (g.IO.NavInputsDownDurationPrev[n] >= 0.0f ? 1.0f : 0.0f);
if (t < 0.0f)
return 0.0f;
if (mode == ImGuiInputReadMode_Pressed) // Return 1.0f when just pressed, no repeat, ignore analog input.
return (t == 0.0f) ? 1.0f : 0.0f;
if (mode == ImGuiInputReadMode_Repeat)
return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.80f);
if (mode == ImGuiInputReadMode_RepeatSlow)
return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 1.00f, g.IO.KeyRepeatRate * 2.00f);
if (mode == ImGuiInputReadMode_RepeatFast)
return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.30f);
return 0.0f;
}
ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor, float fast_factor)
{
ImVec2 delta(0.0f, 0.0f);
if (dir_sources & ImGuiNavDirSourceFlags_Keyboard)
delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight_, mode) - GetNavInputAmount(ImGuiNavInput_KeyLeft_, mode), GetNavInputAmount(ImGuiNavInput_KeyDown_, mode) - GetNavInputAmount(ImGuiNavInput_KeyUp_, mode));
if (dir_sources & ImGuiNavDirSourceFlags_PadDPad)
delta += ImVec2(GetNavInputAmount(ImGuiNavInput_DpadRight, mode) - GetNavInputAmount(ImGuiNavInput_DpadLeft, mode), GetNavInputAmount(ImGuiNavInput_DpadDown, mode) - GetNavInputAmount(ImGuiNavInput_DpadUp, mode));
if (dir_sources & ImGuiNavDirSourceFlags_PadLStick)
delta += ImVec2(GetNavInputAmount(ImGuiNavInput_LStickRight, mode) - GetNavInputAmount(ImGuiNavInput_LStickLeft, mode), GetNavInputAmount(ImGuiNavInput_LStickDown, mode) - GetNavInputAmount(ImGuiNavInput_LStickUp, mode));
if (slow_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakSlow))
delta *= slow_factor;
if (fast_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakFast))
delta *= fast_factor;
return delta;
}
// Scroll to keep newly navigated item fully into view
// NB: We modify rect_rel by the amount we scrolled for, so it is immediately updated.
static void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect)
{
ImRect window_rect(window->InnerMainRect.Min - ImVec2(1, 1), window->InnerMainRect.Max + ImVec2(1, 1));
//g.OverlayDrawList.AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]
if (window_rect.Contains(item_rect))
return;
ImGuiContext& g = *GImGui;
if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x)
{
window->ScrollTarget.x = item_rect.Min.x - window->Pos.x + window->Scroll.x - g.Style.ItemSpacing.x;
window->ScrollTargetCenterRatio.x = 0.0f;
}
else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x)
{
window->ScrollTarget.x = item_rect.Max.x - window->Pos.x + window->Scroll.x + g.Style.ItemSpacing.x;
window->ScrollTargetCenterRatio.x = 1.0f;
}
if (item_rect.Min.y < window_rect.Min.y)
{
window->ScrollTarget.y = item_rect.Min.y - window->Pos.y + window->Scroll.y - g.Style.ItemSpacing.y;
window->ScrollTargetCenterRatio.y = 0.0f;
}
else if (item_rect.Max.y >= window_rect.Max.y)
{
window->ScrollTarget.y = item_rect.Max.y - window->Pos.y + window->Scroll.y + g.Style.ItemSpacing.y;
window->ScrollTargetCenterRatio.y = 1.0f;
}
}
static void ImGui::NavUpdate() static void ImGui::NavUpdate()
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
@ -7868,6 +7828,45 @@ static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags)
return 0.0f; return 0.0f;
} }
// Window has already passed the IsWindowNavFocusable()
static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)
{
if (window->Flags & ImGuiWindowFlags_Popup)
return "(Popup)";
if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0)
return "(Main menu bar)";
return "(Untitled)";
}
// Overlay displayed when using CTRL+TAB. Called by EndFrame().
void ImGui::NavUpdateWindowingList()
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.NavWindowingTarget != NULL);
if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY)
return;
if (g.NavWindowingList == NULL)
g.NavWindowingList = FindWindowByName("###NavWindowingList");
SetNextWindowSizeConstraints(ImVec2(g.IO.DisplaySize.x * 0.20f, g.IO.DisplaySize.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
SetNextWindowPos(g.IO.DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
for (int n = g.Windows.Size - 1; n >= 0; n--)
{
ImGuiWindow* window = g.Windows[n];
if (!IsWindowNavFocusable(window))
continue;
const char* label = window->Name;
if (label == FindRenderedTextEnd(label))
label = GetFallbackWindowNameForWindowingList(window);
Selectable(label, g.NavWindowingTarget == window);
}
End();
PopStyleVar();
}
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// COLUMNS // COLUMNS
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------