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Nav: Added experiment ImGuiWindowFlags_NavFlattened flag to cross over between parent and non-scrolling child windows (#323)
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parent
769a1dd748
commit
b3cba62b80
38
imgui.cpp
38
imgui.cpp
@ -1755,9 +1755,10 @@ ImGuiWindow::ImGuiWindow(const char* name)
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DrawList = (ImDrawList*)ImGui::MemAlloc(sizeof(ImDrawList));
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IM_PLACEMENT_NEW(DrawList) ImDrawList();
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DrawList->_OwnerName = Name;
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ParentWindow = NULL;
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RootWindow = NULL;
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RootNonPopupWindow = NULL;
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ParentWindow = NULL;
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RootNavWindow = NULL;
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FocusIdxAllCounter = FocusIdxTabCounter = -1;
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FocusIdxAllRequestCurrent = FocusIdxTabRequestCurrent = INT_MAX;
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@ -1917,7 +1918,7 @@ static float NavScoreItemDistInterval(float a0, float a1, float b0, float b1)
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static bool NavScoreItem(ImRect cand)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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ImGuiWindow* window = g.NavWindow;
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if (g.NavLayer != window->DC.NavLayerCurrent)
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return false;
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@ -2059,10 +2060,10 @@ bool ImGui::ItemAdd(const ImRect& bb, const ImGuiID* id, const ImRect* nav_bb_ar
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// We could early out with `if (is_clipped && !g.NavInitDefaultRequest) return false;` but when we wouldn't be able to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick)
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// A more pragmatic solution for handling last lists is relying on the fact that they are likely evenly spread items (so that clipper can work) and we could nav at higher-level (apply index, etc.)
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// So eventually we would like to provide the user will the primitives to be able to implement that sort of customized/efficient navigation handling whenever necessary.
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if (id != NULL && g.NavWindow == window && g.IO.NavUsable)
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if (id != NULL && g.NavWindow == window->RootNavWindow && g.IO.NavUsable)
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{
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const ImRect& nav_bb = nav_bb_arg ? *nav_bb_arg : bb;
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const ImRect nav_bb_rel(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos);
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const ImRect nav_bb_rel(nav_bb.Min - g.NavWindow->Pos, nav_bb.Max - g.NavWindow->Pos);
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if (g.NavInitDefaultRequest && g.NavLayer == window->DC.NavLayerCurrent && window->DC.AllowNavDefaultFocus)
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{
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g.NavInitDefaultRequest = g.NavInitDefaultResultExplicit = false; // Clear flag immediately, first item gets default, also simplify the if() in ItemAdd()
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@ -2070,8 +2071,8 @@ bool ImGui::ItemAdd(const ImRect& bb, const ImGuiID* id, const ImRect* nav_bb_ar
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g.NavInitDefaultResultRectRel = nav_bb_rel;
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}
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const bool DEBUG_NAV = false; // [DEBUG] Enable to test scoring on all items.
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if ((g.NavMoveRequest || DEBUG_NAV) && g.NavId != *id)
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//const bool DEBUG_NAV = false; // [DEBUG] Enable to test scoring on all items.
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if ((g.NavMoveRequest /*|| DEBUG_NAV*/) && g.NavId != *id)
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{
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//if (DEBUG_NAV && !g.NavMoveRequest) g.NavMoveDir = ImGuiNavDir_N;
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if (NavScoreItem(nav_bb)) //if (!DEBUG || g.NavMoveRequest)
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@ -2389,7 +2390,7 @@ static void NavUpdate()
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}
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}
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// Apply result from previous navigation directional move request
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// Apply result from previous frame navigation directional move request
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ImGui::SetActiveID(0);
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SetNavIdMoveMouse(g.NavMoveResultId, g.NavMoveResultRectRel);
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g.NavMoveFromClampedRefRect = false;
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@ -3864,7 +3865,7 @@ void ImGui::SetItemAllowOverlap()
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void ImGui::SetItemDefaultFocus()
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{
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ImGuiContext& g = *GImGui;
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if (g.NavWindow == g.CurrentWindow && (g.NavInitDefaultRequest || g.NavInitDefaultResultId != 0))
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if (g.NavWindow == g.CurrentWindow->RootNavWindow && (g.NavInitDefaultRequest || g.NavInitDefaultResultId != 0))
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{
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g.NavInitDefaultRequest = false;
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g.NavInitDefaultResultExplicit = true;
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@ -4186,7 +4187,7 @@ bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border,
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// Process navigation-in immediately so NavInit can run on first frame
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const ImGuiID id = parent_window->GetChildID(child_window);
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if ((child_window->DC.NavLayerActiveFlags != 0 || child_window->DC.NavHasScroll) && GImGui->NavActivateId == id)
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if (!(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayerActiveFlags != 0 || child_window->DC.NavHasScroll) && GImGui->NavActivateId == id)
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{
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FocusWindow(child_window);
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NavInitWindow(child_window, false);
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@ -4227,16 +4228,15 @@ void ImGui::EndChild()
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ImGuiID id = parent_window->GetChildID(window);
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ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz);
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ItemSize(sz);
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ItemAdd(bb, (window->DC.NavLayerActiveFlags != 0 || window->DC.NavHasScroll) ? &id : NULL);
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if (window->DC.NavLayerActiveFlags != 0 || window->DC.NavHasScroll)
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if (!(window->Flags & ImGuiWindowFlags_NavFlattened) && (window->DC.NavLayerActiveFlags != 0 || window->DC.NavHasScroll))
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{
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//if (!window->DC.NavHasItems && window->DC.NavHasScroll && g.NavWindow == window) // As a special case, we render nav highlight of child when inside when only scrolling is possible
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//{
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// bb.Expand(-1.0f);
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// id = g.NavId;
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//}
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ItemAdd(bb, &id);
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RenderNavHighlight(id, bb);
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}
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else
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{
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ItemAdd(bb, NULL);
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}
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}
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}
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@ -4428,6 +4428,9 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
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if (flags & ImGuiWindowFlags_NoInputs)
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flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;
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if (flags & ImGuiWindowFlags_NavFlattened)
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IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow);
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// Find or create
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bool window_is_new = false;
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ImGuiWindow* window = FindWindowByName(name);
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@ -4524,6 +4527,9 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
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window->ParentWindow = parent_window;
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window->RootWindow = g.CurrentWindowStack[root_idx];
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window->RootNonPopupWindow = g.CurrentWindowStack[root_non_popup_idx]; // Used to display TitleBgActive color and for selecting which window to use for NavWindowing
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window->RootNavWindow = window;
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while (window->RootNavWindow->Flags & ImGuiWindowFlags_NavFlattened)
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window->RootNavWindow = window->RootNavWindow->ParentWindow;
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// When reusing window again multiple times a frame, just append content (don't need to setup again)
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if (first_begin_of_the_frame)
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1
imgui.h
1
imgui.h
@ -511,6 +511,7 @@ enum ImGuiWindowFlags_
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ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
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ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing of this window with gamepad/keyboard navigation
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ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window
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ImGuiWindowFlags_NavFlattened = 1 << 19, // Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!)
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// [Internal]
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ImGuiWindowFlags_ChildWindow = 1 << 20, // Don't use! For internal use by BeginChild()
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ImGuiWindowFlags_ChildWindowAutoFitX = 1 << 21, // Don't use! For internal use by BeginChild()
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@ -2443,7 +2443,7 @@ static void ShowExampleAppLayout(bool* p_open)
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ImGui::Separator();
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ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. ");
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ImGui::EndChild();
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ImGui::BeginChild("buttons");
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ImGui::BeginChild("buttons", ImVec2(0,0), false, ImGuiWindowFlags_NavFlattened);
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if (ImGui::Button("Revert")) {}
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ImGui::SameLine();
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if (ImGui::Button("Save")) {}
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@ -718,9 +718,10 @@ struct IMGUI_API ImGuiWindow
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ImGuiStorage StateStorage;
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float FontWindowScale; // Scale multiplier per-window
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ImDrawList* DrawList;
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ImGuiWindow* RootWindow; // If we are a child window, this is pointing to the first non-child parent window. Else point to ourself.
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ImGuiWindow* RootNonPopupWindow; // Used to display TitleBgActive color and for selecting which window to use for NavWindowing
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ImGuiWindow* ParentWindow; // Immediate parent in the window stack *regardless* of whether this window is a child window or not)
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ImGuiWindow* RootWindow; // Generally point to ourself. If we are a child window, this is pointing to the first non-child parent window.
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ImGuiWindow* RootNonPopupWindow; // Generally point to ourself. Used to display TitleBgActive color and for selecting which window to use for NavWindowing
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ImGuiWindow* RootNavWindow; // Generally point to ourself. If we are a child window with the ImGuiWindowFlags_NavFlattenedChild flag, point to parent. Used to display TitleBgActive color and for selecting which window to use for NavWindowing.
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// Navigation / Focus
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// FIXME-NAVIGATION: Merge all this with the new Nav system, at least the request variables should be moved to ImGuiContext
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@ -746,7 +747,7 @@ public:
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ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); }
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float MenuBarHeight() const { return (Flags & ImGuiWindowFlags_MenuBar) ? CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f : 0.0f; }
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ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); }
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bool IsNavigableTo() const { return Active && this == this->RootNonPopupWindow && (!(Flags & ImGuiWindowFlags_NoNavFocus) || this == GImGui->FocusedWindow); }
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bool IsNavigableTo() const { return Active && this == RootNonPopupWindow && (!(Flags & ImGuiWindowFlags_NoNavFocus) || this == GImGui->FocusedWindow); }
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};
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//-----------------------------------------------------------------------------
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