Nav: Internals: Moved some internal code to namespace, comments

This commit is contained in:
omar 2017-10-16 00:46:23 +02:00
parent ae1866c424
commit b70c2fa887

View File

@ -672,6 +672,13 @@ static inline void DataTypeFormatString(ImGuiDataType data_type, void* data
static void DataTypeApplyOp(ImGuiDataType data_type, int op, void* value1, const void* value2);
static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* scalar_format);
namespace ImGui
{
static void NavUpdate();
static void NavUpdateWindowing();
static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id);
}
//-----------------------------------------------------------------------------
// Platform dependent default implementations
//-----------------------------------------------------------------------------
@ -2212,7 +2219,7 @@ static void NavMoveRequestCancel()
}
// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above)
static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id)
static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id)
{
ImGuiContext& g = *GImGui;
//if (!g.IO.NavUsable) // [2017/10/06] Removed this possibly redundant test but I am not sure of all the side-effects yet. Some of the feature here will need to work regardless of using a _NoNavInputs flag.
@ -2623,7 +2630,7 @@ static ImVec2 GetNavInputAmount2d(int stick_no, ImGuiNavReadMode mode, float slo
}
// Window management mode (change focus, move/resize window, jump back and forth to menu layer)
static void NavUpdateWindowingTarget()
static void ImGui::NavUpdateWindowing()
{
ImGuiContext& g = *GImGui;
if (!g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_PadMenu, ImGuiNavReadMode_Pressed))
@ -2676,7 +2683,7 @@ static void NavUpdateWindowingTarget()
// Apply actual focus only when releasing the NavMenu button (until then the window was merely rendered front-most)
if (g.NavWindowingTarget && !g.NavWindowingToggleLayer && (!g.NavWindow || g.NavWindowingTarget != g.NavWindow->RootNonPopupWindow))
{
ImGui::FocusWindow(g.NavWindowingTarget);
FocusWindow(g.NavWindowingTarget);
g.NavDisableHighlight = false;
g.NavDisableMouseHover = true;
if (g.NavWindowingTarget->NavLastIds[0] == 0)
@ -2687,7 +2694,7 @@ static void NavUpdateWindowingTarget()
if (g.NavWindowingToggleLayer && g.NavWindow)
{
if ((g.NavWindow->DC.NavLayerActiveMask & (1 << 1)) == 0 && (g.NavWindow->RootWindow->DC.NavLayerActiveMask & (1 << 1)) != 0)
ImGui::FocusWindow(g.NavWindow->RootWindow);
FocusWindow(g.NavWindow->RootWindow);
g.NavLayer = (g.NavWindow->DC.NavLayerActiveMask & (1 << 1)) ? (g.NavLayer ^ 1) : 0;
g.NavDisableHighlight = false;
g.NavDisableMouseHover = true;
@ -2737,7 +2744,7 @@ static void NavScrollToBringItemIntoView(ImGuiWindow* window, ImRect& item_rect_
item_rect_rel.Translate(window->Scroll - next_scroll);
}
static void NavUpdate()
static void ImGui::NavUpdate()
{
ImGuiContext& g = *GImGui;
g.IO.WantMoveMouse = false;
@ -2745,7 +2752,7 @@ static void NavUpdate()
// Process navigation init request (select first/default focus)
if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitResultExplicit))
{
// Apply result from previous navigation init request (typically select the first item, unless SetItemDefaultFocus() has been called)
// Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
IM_ASSERT(g.NavWindow);
SetNavID(g.NavInitResultId, g.NavLayer);
g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel;
@ -2766,7 +2773,7 @@ static void NavUpdate()
NavScrollToBringItemIntoView(g.NavWindow, g.NavMoveResultRectRel);
// Apply result from previous frame navigation directional move request
ImGui::ClearActiveID();
ClearActiveID();
SetNavIDAndMoveMouse(g.NavMoveResultId, g.NavLayer, g.NavMoveResultRectRel);
g.NavJustMovedToId = g.NavMoveResultId;
g.NavMoveFromClampedRefRect = false;
@ -2796,7 +2803,7 @@ static void NavUpdate()
g.NavJustTabbedId = 0;
IM_ASSERT(g.NavLayer == 0 || g.NavLayer == 1);
NavUpdateWindowingTarget();
NavUpdateWindowing();
// Set output flags for user application
g.IO.NavUsable = g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
@ -2807,14 +2814,14 @@ static void NavUpdate()
{
if (g.ActiveId != 0)
{
ImGui::ClearActiveID();
ClearActiveID();
}
else if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow) && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow)
{
// Exit child window
ImGuiWindow* child_window = g.NavWindow;
ImGuiWindow* parent_window = g.NavWindow->ParentWindow;
ImGui::FocusWindow(parent_window);
FocusWindow(parent_window);
IM_ASSERT(child_window->ChildId != 0);
SetNavID(child_window->ChildId, g.NavLayer); // FIXME-NAV: Layer not necessarily correct
g.NavIdIsAlive = false;
@ -2919,6 +2926,7 @@ static void NavUpdate()
}
// *Normal* Manual scroll with NavScrollXXX keys
// Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
ImVec2 scroll_dir = GetNavInputAmount2d(1, ImGuiNavReadMode_Down, 1.0f/10.0f, 10.0f);
if (scroll_dir.x != 0.0f && window->ScrollbarX)
{
@ -2974,7 +2982,7 @@ void ImGui::NewFrame()
// Initialize on first frame
if (!g.Initialized)
ImGui::Initialize();
Initialize();
SetCurrentFont(GetDefaultFont());
IM_ASSERT(g.Font->IsLoaded());
@ -3204,8 +3212,8 @@ void ImGui::NewFrame()
// Create implicit window - we will only render it if the user has added something to it.
// We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.
ImGui::SetNextWindowSize(ImVec2(400,400), ImGuiCond_FirstUseEver);
ImGui::Begin("Debug##Default");
SetNextWindowSize(ImVec2(400,400), ImGuiCond_FirstUseEver);
Begin("Debug##Default");
}
void ImGui::Initialize()