From b6cdfef442f3db016a1ef64a4af63c8ddd3c8c83 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 30 Aug 2018 18:18:24 +0200 Subject: [PATCH] Refactor: Internals: Moved Navigation functions in imgui.cpp in their own section. (part 7) (#2036, #787) --- imgui.cpp | 221 +++++++++++++++++++++++++++--------------------------- 1 file changed, 110 insertions(+), 111 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 17f02f4e..e767866b 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2761,44 +2761,6 @@ 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; @@ -2936,7 +2898,6 @@ 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; @@ -2949,78 +2910,6 @@ 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"); - ImGuiViewportP* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ (ImGuiViewportP*)GetMainViewport(); - SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX)); - SetNextWindowPos(viewport->Pos + viewport->Size * 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)); - //GetOverlayDrawList(window)->AddRect(window_rect_rel.Min, window_rect_rel.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 SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport) { window->Viewport = viewport; @@ -8517,6 +8406,76 @@ 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)); + //GetOverlayDrawList(window)->AddRect(window_rect_rel.Min, window_rect_rel.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; @@ -8869,6 +8828,46 @@ 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"); + ImGuiViewportP* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ (ImGuiViewportP*)GetMainViewport(); + SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX)); + SetNextWindowPos(viewport->Pos + viewport->Size * 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 //-----------------------------------------------------------------------------