mirror of
https://github.com/Drezil/imgui.git
synced 2024-12-22 23:56:36 +00:00
Refactor: Internals: Moved Navigation functions in imgui.cpp in their own section. (part 7) (#2036, #787)
This commit is contained in:
parent
8a6fd237f6
commit
acf3cc4c3f
219
imgui.cpp
219
imgui.cpp
@ -2703,44 +2703,6 @@ static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) //
|
||||
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)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
@ -2878,7 +2840,6 @@ static void ImGui::NavUpdateWindowing()
|
||||
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)
|
||||
new_nav_window = new_nav_window->ParentWindow;
|
||||
|
||||
if (new_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)
|
||||
{
|
||||
// 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()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
@ -7868,6 +7828,45 @@ static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags)
|
||||
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
|
||||
//-----------------------------------------------------------------------------
|
||||
|
Loading…
Reference in New Issue
Block a user