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Nav, Scrolling: Added support for Home/End key. (#787)
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@ -34,6 +34,7 @@ HOW TO UPDATE?
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Other Changes:
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- Nav, Scrolling: Added support for Home/End key. (#787)
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- ColorPicker: Made rendering aware of global style alpha of the picker can be faded out. (#2711)
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Note that some elements won't accurately fade down with the same intensity, and the color wheel
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when enabled will have small overlap glitches with (style.Alpha < 1.0).
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@ -300,12 +300,14 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- font/opt: Considering storing standalone AdvanceX table as 16-bit fixed point integer?
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- font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16 bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8?
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- nav: some features such as PageUp/Down/Home/End should probably work without ImGuiConfigFlags_NavEnableKeyboard? (where do we draw the line?)
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- nav: configuration flag to disable global shortcuts (currently only CTRL-Tab) ?
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- nav: Home/End behavior when navigable item is not fully visible at the edge of scrolling? should be backtrack to keep item into view?
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- nav: NavScrollToBringItemIntoView() with item bigger than view should focus top-right? Repro: using Nav in "About Window"
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- nav: wrap around logic to allow e.g. grid based layout (pressing NavRight on the right-most element would go to the next row, etc.). see internal's NavMoveRequestTryWrapping().
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- nav: patterns to make it possible for arrows key to update selection
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- nav: restore/find nearest navid when current one disappear (e.g. pressed a button that disappear, or perhaps auto restoring when current button change name)
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- nav: restore/find nearest NavId when current one disappear (e.g. pressed a button that disappear, or perhaps auto restoring when current button change name)
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- nav: SetItemDefaultFocus() level of priority, so widget like Selectable when inside a popup could claim a low-priority default focus on the first selected iem
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- nav: allow input system to be be more tolerant of io.DeltaTime=0.0f
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- nav: ESC within a menu of a child window seems to exit the child window.
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- nav: NavFlattened: ESC on a flattened child should select something.
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- nav: NavFlattened: broken: in typical usage scenario, the items of a fully clipped child are currently not considered to enter into a NavFlattened child.
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@ -323,7 +325,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- nav: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys.
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- nav: when activating a button that changes label (without a static ID) or disappear, can we somehow automatically recover into a nearest highlight item?
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- nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable.
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- nav: configuration flag to disable global shortcuts (currently only CTRL-tab) ?
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- focus: preserve ActiveId/focus stack state, e.g. when opening a menu and close it, previously selected InputText() focus gets restored (#622)
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- focus: SetKeyboardFocusHere() on with >= 0 offset could be done on same frame (else latch and modulate on beginning of next frame)
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- focus: unable to use SetKeyboardFocusHere() on clipped widgets. (#787)
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71
imgui.cpp
71
imgui.cpp
@ -1078,7 +1078,7 @@ static bool BeginChildEx(const char* name, ImGuiID id, const ImVec2&
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// Navigation
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static void NavUpdate();
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static void NavUpdateWindowing();
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static void NavUpdateWindowingList();
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static void NavUpdateWindowingOverlay();
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static void NavUpdateMoveResult();
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static float NavUpdatePageUpPageDown(int allowed_dir_flags);
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static inline void NavUpdateAnyRequestFlag();
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@ -4184,8 +4184,8 @@ void ImGui::EndFrame()
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End();
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// Show CTRL+TAB list window
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if (g.NavWindowingTarget)
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NavUpdateWindowingList();
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if (g.NavWindowingTarget != NULL)
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NavUpdateWindowingOverlay();
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// Drag and Drop: Elapse payload (if delivered, or if source stops being submitted)
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if (g.DragDropActive)
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@ -8074,7 +8074,7 @@ void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const Im
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_None);
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ImGui::NavMoveRequestCancel();
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NavMoveRequestCancel();
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g.NavMoveDir = move_dir;
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g.NavMoveClipDir = clip_dir;
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g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
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@ -8410,10 +8410,10 @@ static void ImGui::NavUpdate()
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g.NavMoveRequestFlags = ImGuiNavMoveFlags_None;
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if (g.NavWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
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{
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if ((allowed_dir_flags & (1<<ImGuiDir_Left)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadLeft, ImGuiNavInput_KeyLeft_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Left;
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if ((allowed_dir_flags & (1<<ImGuiDir_Right)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadRight,ImGuiNavInput_KeyRight_,ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Right;
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if ((allowed_dir_flags & (1<<ImGuiDir_Up)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadUp, ImGuiNavInput_KeyUp_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Up;
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if ((allowed_dir_flags & (1<<ImGuiDir_Down)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadDown, ImGuiNavInput_KeyDown_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Down;
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if ((allowed_dir_flags & (1 << ImGuiDir_Left)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadLeft, ImGuiNavInput_KeyLeft_, ImGuiInputReadMode_Repeat)) { g.NavMoveDir = ImGuiDir_Left; }
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if ((allowed_dir_flags & (1 << ImGuiDir_Right)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadRight,ImGuiNavInput_KeyRight_,ImGuiInputReadMode_Repeat)) { g.NavMoveDir = ImGuiDir_Right; }
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if ((allowed_dir_flags & (1 << ImGuiDir_Up)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadUp, ImGuiNavInput_KeyUp_, ImGuiInputReadMode_Repeat)) { g.NavMoveDir = ImGuiDir_Up; }
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if ((allowed_dir_flags & (1 << ImGuiDir_Down)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadDown, ImGuiNavInput_KeyDown_, ImGuiInputReadMode_Repeat)) { g.NavMoveDir = ImGuiDir_Down; }
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}
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g.NavMoveClipDir = g.NavMoveDir;
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}
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@ -8426,7 +8426,8 @@ static void ImGui::NavUpdate()
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g.NavMoveRequestForward = ImGuiNavForward_ForwardActive;
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}
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// Update PageUp/PageDown scroll
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// Update PageUp/PageDown/Home/End scroll
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// FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag?
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float nav_scoring_rect_offset_y = 0.0f;
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if (nav_keyboard_active)
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nav_scoring_rect_offset_y = NavUpdatePageUpPageDown(allowed_dir_flags);
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@ -8544,9 +8545,19 @@ static void ImGui::NavUpdateMoveResult()
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// Scroll to keep newly navigated item fully into view.
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if (g.NavLayer == 0)
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{
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ImVec2 delta_scroll;
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if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_ScrollToEdge)
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{
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float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f;
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delta_scroll.y = result->Window->Scroll.y - scroll_target;
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SetScrollY(result->Window, scroll_target);
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}
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else
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{
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ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos);
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ImVec2 delta_scroll = ScrollToBringRectIntoView(result->Window, rect_abs);
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delta_scroll = ScrollToBringRectIntoView(result->Window, rect_abs);
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}
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// Offset our result position so mouse position can be applied immediately after in NavUpdate()
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result->RectRel.TranslateX(-delta_scroll.x);
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@ -8565,6 +8576,7 @@ static void ImGui::NavUpdateMoveResult()
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g.NavMoveFromClampedRefRect = false;
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}
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// Handle PageUp/PageDown/Home/End keys
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static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags)
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{
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ImGuiContext& g = *GImGui;
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@ -8574,9 +8586,11 @@ static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags)
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return 0.0f;
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ImGuiWindow* window = g.NavWindow;
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bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && (allowed_dir_flags & (1 << ImGuiDir_Up));
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bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && (allowed_dir_flags & (1 << ImGuiDir_Down));
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if (page_up_held != page_down_held) // If either (not both) are pressed
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const bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && (allowed_dir_flags & (1 << ImGuiDir_Up));
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const bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && (allowed_dir_flags & (1 << ImGuiDir_Down));
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const bool home_pressed = IsKeyPressed(g.IO.KeyMap[ImGuiKey_Home]) && (allowed_dir_flags & (1 << ImGuiDir_Up));
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const bool end_pressed = IsKeyPressed(g.IO.KeyMap[ImGuiKey_End]) && (allowed_dir_flags & (1 << ImGuiDir_Down));
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if (page_up_held != page_down_held || home_pressed != end_pressed) // If either (not both) are pressed
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{
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if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll)
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{
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@ -8585,26 +8599,49 @@ static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags)
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SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());
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else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true))
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SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());
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else if (home_pressed)
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SetScrollY(window, 0.0f);
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else if (end_pressed)
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SetScrollY(window, window->ScrollMax.y);
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}
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else
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{
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const ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
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ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
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const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
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float nav_scoring_rect_offset_y = 0.0f;
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if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true))
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{
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nav_scoring_rect_offset_y = -page_offset_y;
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g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item)
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g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item)
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g.NavMoveClipDir = ImGuiDir_Up;
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g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
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}
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else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true))
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{
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nav_scoring_rect_offset_y = +page_offset_y;
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g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item)
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g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item)
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g.NavMoveClipDir = ImGuiDir_Down;
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g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
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}
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else if (home_pressed)
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{
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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_ScrollToEdge 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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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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g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge;
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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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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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g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge;
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}
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return nav_scoring_rect_offset_y;
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}
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}
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@ -8800,7 +8837,7 @@ static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)
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}
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// Overlay displayed when using CTRL+TAB. Called by EndFrame().
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void ImGui::NavUpdateWindowingList()
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void ImGui::NavUpdateWindowingOverlay()
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(g.NavWindowingTarget != NULL);
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@ -497,7 +497,8 @@ enum ImGuiNavMoveFlags_
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ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left)
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ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful for provided for completeness
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ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place)
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ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5 // Store alternate result in NavMoveResultLocalVisibleSet that only comprise elements that are already fully visible.
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ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisibleSet that only comprise elements that are already fully visible.
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ImGuiNavMoveFlags_ScrollToEdge = 1 << 6
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};
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enum ImGuiNavForward
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@ -960,7 +961,7 @@ struct ImGuiContext
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ImGuiNavMoveFlags NavMoveRequestFlags;
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ImGuiNavForward NavMoveRequestForward; // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu)
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ImGuiDir NavMoveDir, NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request
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ImGuiDir NavMoveClipDir;
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ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename?
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ImGuiNavMoveResult NavMoveResultLocal; // Best move request candidate within NavWindow
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ImGuiNavMoveResult NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)
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ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)
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