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Nav: Tidying up, renaming + update AnyRequest flag in NavMoveRequestSubmit().
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parent
528104a89b
commit
ade4c15eea
22
imgui.cpp
22
imgui.cpp
@ -910,7 +910,6 @@ namespace ImGui
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static void NavUpdate();
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static void NavUpdate();
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static void NavUpdateWindowing();
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static void NavUpdateWindowing();
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static void NavUpdateWindowingOverlay();
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static void NavUpdateWindowingOverlay();
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static void NavUpdateInitResult();
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static void NavUpdateCancelRequest();
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static void NavUpdateCancelRequest();
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static void NavUpdateCreateMoveRequest();
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static void NavUpdateCreateMoveRequest();
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static float NavUpdatePageUpPageDown();
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static float NavUpdatePageUpPageDown();
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@ -3332,7 +3331,7 @@ void ImGui::ItemInputable(ImGuiWindow* window, ImGuiID id)
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}
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}
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if (is_tab_stop && window->DC.FocusCounterTabStop == g.TabFocusRequestCurrCounterTabStop)
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if (is_tab_stop && window->DC.FocusCounterTabStop == g.TabFocusRequestCurrCounterTabStop)
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{
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{
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g.NavJustTabbedId = id;
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g.NavJustTabbedId = id; // FIXME-NAV: aim to eventually set in NavUpdate() once we finish the refactor
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g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_FocusedByTabbing;
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g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_FocusedByTabbing;
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return;
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return;
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}
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}
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@ -8975,6 +8974,7 @@ void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavM
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g.NavMoveResultLocal.Clear();
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g.NavMoveResultLocal.Clear();
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g.NavMoveResultLocalVisible.Clear();
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g.NavMoveResultLocalVisible.Clear();
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g.NavMoveResultOther.Clear();
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g.NavMoveResultOther.Clear();
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NavUpdateAnyRequestFlag();
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}
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}
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void ImGui::NavMoveRequestCancel()
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void ImGui::NavMoveRequestCancel()
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@ -9150,9 +9150,7 @@ static void ImGui::NavUpdate()
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ImGuiIO& io = g.IO;
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ImGuiIO& io = g.IO;
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io.WantSetMousePos = false;
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io.WantSetMousePos = false;
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#if 0
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//if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG("NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
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if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG("NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
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#endif
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// Set input source as Gamepad when buttons are pressed (as some features differs when used with Gamepad vs Keyboard)
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// Set input source as Gamepad when buttons are pressed (as some features differs when used with Gamepad vs Keyboard)
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// (do it before we map Keyboard input!)
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// (do it before we map Keyboard input!)
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@ -9188,7 +9186,7 @@ static void ImGui::NavUpdate()
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// Process navigation init request (select first/default focus)
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// Process navigation init request (select first/default focus)
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if (g.NavInitResultId != 0)
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if (g.NavInitResultId != 0)
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NavUpdateInitResult();
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NavInitRequestApplyResult();
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g.NavInitRequest = false;
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g.NavInitRequest = false;
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g.NavInitRequestFromMove = false;
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g.NavInitRequestFromMove = false;
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g.NavInitResultId = 0;
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g.NavInitResultId = 0;
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@ -9253,6 +9251,7 @@ static void ImGui::NavUpdate()
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IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
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IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
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// Process programmatic activation request
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// Process programmatic activation request
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// FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others)
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if (g.NavNextActivateId != 0)
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if (g.NavNextActivateId != 0)
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g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = g.NavNextActivateId;
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g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = g.NavNextActivateId;
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g.NavNextActivateId = 0;
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g.NavNextActivateId = 0;
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@ -9304,7 +9303,7 @@ static void ImGui::NavUpdate()
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#endif
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#endif
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}
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}
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static void ImGui::NavUpdateInitResult()
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void ImGui::NavInitRequestApplyResult()
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{
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{
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// In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void)
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// In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void)
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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@ -9425,9 +9424,11 @@ void ImGui::NavMoveRequestApplyResult()
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return;
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return;
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#endif
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#endif
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// No result
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// Select which result to use
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ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL;
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// In a situation when there is no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result)
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// In a situation when there is no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result)
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if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0)
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if (result == NULL)
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{
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{
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if (g.NavId != 0)
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if (g.NavId != 0)
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{
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{
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@ -9437,9 +9438,6 @@ void ImGui::NavMoveRequestApplyResult()
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return;
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return;
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}
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}
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// Select which result to use
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ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
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// PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.
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// PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.
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if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)
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if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)
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if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId)
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if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId)
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@ -2451,6 +2451,7 @@ namespace ImGui
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// Gamepad/Keyboard Navigation
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// Gamepad/Keyboard Navigation
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IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit);
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IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit);
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IMGUI_API void NavInitRequestApplyResult();
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IMGUI_API bool NavMoveRequestButNoResultYet();
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IMGUI_API bool NavMoveRequestButNoResultYet();
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IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags);
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IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags);
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IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags);
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IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags);
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@ -2416,7 +2416,6 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data,
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temp_input_is_active = true;
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temp_input_is_active = true;
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}
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}
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// Experimental: simple click (without moving) turns Drag into an InputText
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// Experimental: simple click (without moving) turns Drag into an InputText
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// FIXME: Currently polling ImGuiConfigFlags_IsTouchScreen, may either poll an hypothetical ImGuiBackendFlags_HasKeyboard and/or an explicit drag settings.
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if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active)
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if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active)
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if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR))
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if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR))
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{
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{
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