mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-15 01:17:00 +00:00
Nav: extracted sections of NavUpdate() into a NavUpdateCreateMoveRequest() function. Only clearing results when a request is activated.
This commit is contained in:
parent
ccfb20095e
commit
bb6a60b1ff
177
imgui.cpp
177
imgui.cpp
@ -909,6 +909,7 @@ 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 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 float NavUpdatePageUpPageDown();
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static float NavUpdatePageUpPageDown();
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static inline void NavUpdateAnyRequestFlag();
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static inline void NavUpdateAnyRequestFlag();
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static void NavEndFrame();
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static void NavEndFrame();
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@ -9110,8 +9111,8 @@ static void ImGui::NavUpdate()
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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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bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
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const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
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bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
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const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
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if (nav_gamepad_active && g.NavInputSource != ImGuiInputSource_Gamepad)
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if (nav_gamepad_active && g.NavInputSource != ImGuiInputSource_Gamepad)
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{
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{
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if (io.NavInputs[ImGuiNavInput_Activate] > 0.0f || io.NavInputs[ImGuiNavInput_Input] > 0.0f || io.NavInputs[ImGuiNavInput_Cancel] > 0.0f || io.NavInputs[ImGuiNavInput_Menu] > 0.0f
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if (io.NavInputs[ImGuiNavInput_Activate] > 0.0f || io.NavInputs[ImGuiNavInput_Input] > 0.0f || io.NavInputs[ImGuiNavInput_Cancel] > 0.0f || io.NavInputs[ImGuiNavInput_Menu] > 0.0f
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@ -9210,55 +9211,9 @@ static void ImGui::NavUpdate()
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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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if (g.NavMoveRequestForwardToNextFrame)
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// Process move requests
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{
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NavUpdateCreateMoveRequest();
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// Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window)
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// (Preserve g.NavMoveRequestFlags, g.NavMoveClipDir which were set by the NavMoveRequestForward() function)
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IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);
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IM_ASSERT(g.NavMoveRequestFlags & ImGuiNavMoveFlags_Forwarded);
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IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir);
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g.NavMoveRequestForwardToNextFrame = false;
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}
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else
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{
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// Initiate directional inputs request
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g.NavMoveDir = ImGuiDir_None;
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g.NavMoveRequestFlags = ImGuiNavMoveFlags_None;
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if (g.NavWindow && !g.NavWindowingTarget && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
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{
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const ImGuiInputReadMode read_mode = ImGuiInputReadMode_Repeat;
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if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && (IsNavInputTest(ImGuiNavInput_DpadLeft, read_mode) || IsNavInputTest(ImGuiNavInput_KeyLeft_, read_mode))) { g.NavMoveDir = ImGuiDir_Left; }
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if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && (IsNavInputTest(ImGuiNavInput_DpadRight, read_mode) || IsNavInputTest(ImGuiNavInput_KeyRight_, read_mode))) { g.NavMoveDir = ImGuiDir_Right; }
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if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && (IsNavInputTest(ImGuiNavInput_DpadUp, read_mode) || IsNavInputTest(ImGuiNavInput_KeyUp_, read_mode))) { g.NavMoveDir = ImGuiDir_Up; }
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if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && (IsNavInputTest(ImGuiNavInput_DpadDown, read_mode) || IsNavInputTest(ImGuiNavInput_KeyDown_, read_mode))) { g.NavMoveDir = ImGuiDir_Down; }
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}
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g.NavMoveClipDir = g.NavMoveDir;
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}
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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();
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// If we initiate a movement request and have no current NavId, we initiate a InitDefaultRequest that will be used as a fallback if the direction fails to find a match
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if (g.NavMoveDir != ImGuiDir_None)
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{
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g.NavMoveRequest = true;
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g.NavMoveRequestKeyMods = io.KeyMods;
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g.NavMoveDirLast = g.NavMoveDir;
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}
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if (g.NavMoveRequest && g.NavId == 0)
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{
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IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", g.NavWindow->Name, g.NavLayer);
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g.NavInitRequest = g.NavInitRequestFromMove = true;
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// Reassigning with same value, we're being explicit here.
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g.NavInitResultId = 0; // -V1048
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g.NavDisableHighlight = false;
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}
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NavUpdateAnyRequestFlag();
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NavUpdateAnyRequestFlag();
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if (g.NavMoveDir != ImGuiDir_None)
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IM_ASSERT(g.NavMoveRequest);
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// Scrolling
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// Scrolling
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if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
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if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
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@ -9266,7 +9221,7 @@ static void ImGui::NavUpdate()
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// *Fallback* manual-scroll with Nav directional keys when window has no navigable item
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// *Fallback* manual-scroll with Nav directional keys when window has no navigable item
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ImGuiWindow* window = g.NavWindow;
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ImGuiWindow* window = g.NavWindow;
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const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
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const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
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if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest)
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if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest) //-V560
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{
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{
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if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right)
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if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right)
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SetScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
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SetScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
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@ -9283,36 +9238,7 @@ static void ImGui::NavUpdate()
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SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed));
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SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed));
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}
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}
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// Reset search results
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// [DEBUG]
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g.NavMoveResultLocal.Clear();
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g.NavMoveResultLocalVisibleSet.Clear();
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g.NavMoveResultOther.Clear();
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// When using gamepad, we project the reference nav bounding box into window visible area.
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// This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, since with gamepad every movements are relative
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// (can't focus a visible object like we can with the mouse).
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if (g.NavMoveRequest && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main)
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{
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ImGuiWindow* window = g.NavWindow;
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ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1, 1), window->InnerRect.Max - window->Pos + ImVec2(1, 1));
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if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
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{
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IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel\n");
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float pad = window->CalcFontSize() * 0.5f;
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window_rect_rel.Expand(ImVec2(-ImMin(window_rect_rel.GetWidth(), pad), -ImMin(window_rect_rel.GetHeight(), pad))); // Terrible approximation for the intent of starting navigation from first fully visible item
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window->NavRectRel[g.NavLayer].ClipWithFull(window_rect_rel);
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g.NavId = g.NavFocusScopeId = 0;
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}
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}
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// For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
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ImRect nav_rect_rel = g.NavWindow && !g.NavWindow->NavRectRel[g.NavLayer].IsInverted() ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);
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g.NavScoringRect = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : ImRect(0, 0, 0, 0);
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g.NavScoringRect.TranslateY(nav_scoring_rect_offset_y);
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g.NavScoringRect.Min.x = ImMin(g.NavScoringRect.Min.x + 1.0f, g.NavScoringRect.Max.x);
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g.NavScoringRect.Max.x = g.NavScoringRect.Min.x;
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IM_ASSERT(!g.NavScoringRect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem().
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//GetForegroundDrawList()->AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG]
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g.NavScoringCount = 0;
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g.NavScoringCount = 0;
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#if IMGUI_DEBUG_NAV_RECTS
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#if IMGUI_DEBUG_NAV_RECTS
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if (g.NavWindow)
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if (g.NavWindow)
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@ -9342,6 +9268,95 @@ static void ImGui::NavUpdateInitResult()
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}
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}
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}
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}
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void ImGui::NavUpdateCreateMoveRequest()
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{
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ImGuiContext& g = *GImGui;
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ImGuiIO& io = g.IO;
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ImGuiWindow* window = g.NavWindow;
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if (g.NavMoveRequestForwardToNextFrame)
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{
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// Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window)
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// (preserve most state, which were already set by the NavMoveRequestForward() function)
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IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);
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IM_ASSERT(g.NavMoveRequestFlags & ImGuiNavMoveFlags_Forwarded);
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IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir);
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g.NavMoveRequestForwardToNextFrame = false;
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}
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else
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{
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// Initiate directional inputs request
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g.NavMoveDir = ImGuiDir_None;
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g.NavMoveRequestFlags = ImGuiNavMoveFlags_None;
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if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs))
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{
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const ImGuiInputReadMode read_mode = ImGuiInputReadMode_Repeat;
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if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && (IsNavInputTest(ImGuiNavInput_DpadLeft, read_mode) || IsNavInputTest(ImGuiNavInput_KeyLeft_, read_mode))) { g.NavMoveDir = ImGuiDir_Left; }
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if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && (IsNavInputTest(ImGuiNavInput_DpadRight, read_mode) || IsNavInputTest(ImGuiNavInput_KeyRight_, read_mode))) { g.NavMoveDir = ImGuiDir_Right; }
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if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && (IsNavInputTest(ImGuiNavInput_DpadUp, read_mode) || IsNavInputTest(ImGuiNavInput_KeyUp_, read_mode))) { g.NavMoveDir = ImGuiDir_Up; }
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if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && (IsNavInputTest(ImGuiNavInput_DpadDown, read_mode) || IsNavInputTest(ImGuiNavInput_KeyDown_, read_mode))) { g.NavMoveDir = ImGuiDir_Down; }
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}
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g.NavMoveClipDir = g.NavMoveDir;
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}
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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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const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
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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();
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// If we initiate a movement request and have no current NavId, we initiate a InitDefaultRequest that will be used as a fallback if the direction fails to find a match
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if (g.NavMoveDir != ImGuiDir_None)
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{
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IM_ASSERT(window != NULL);
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g.NavMoveRequest = true;
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g.NavMoveRequestKeyMods = io.KeyMods;
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g.NavMoveDirLast = g.NavMoveDir;
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g.NavMoveResultLocal.Clear();
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g.NavMoveResultLocalVisibleSet.Clear();
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g.NavMoveResultOther.Clear();
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}
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// Moving with no reference triggers a init request
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if (g.NavMoveRequest && g.NavId == 0)
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{
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IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", g.NavWindow->Name, g.NavLayer);
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g.NavInitRequest = g.NavInitRequestFromMove = true;
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g.NavInitResultId = 0;
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g.NavDisableHighlight = false;
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}
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// When using gamepad, we project the reference nav bounding box into window visible area.
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// This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, since with gamepad every movements are relative
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// (can't focus a visible object like we can with the mouse).
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if (g.NavMoveRequest && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)
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{
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ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1, 1), window->InnerRect.Max - window->Pos + ImVec2(1, 1));
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if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
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{
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IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel\n");
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float pad = window->CalcFontSize() * 0.5f;
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window_rect_rel.Expand(ImVec2(-ImMin(window_rect_rel.GetWidth(), pad), -ImMin(window_rect_rel.GetHeight(), pad))); // Terrible approximation for the intent of starting navigation from first fully visible item
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window->NavRectRel[g.NavLayer].ClipWithFull(window_rect_rel);
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g.NavId = g.NavFocusScopeId = 0;
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}
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}
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// For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
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g.NavScoringRect = ImRect();
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if (window)
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{
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ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);
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g.NavScoringRect = ImRect(window->Pos + nav_rect_rel.Min, window->Pos + nav_rect_rel.Max);
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g.NavScoringRect.TranslateY(nav_scoring_rect_offset_y);
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g.NavScoringRect.Min.x = ImMin(g.NavScoringRect.Min.x + 1.0f, g.NavScoringRect.Max.x);
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g.NavScoringRect.Max.x = g.NavScoringRect.Min.x;
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IM_ASSERT(!g.NavScoringRect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem().
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//GetForegroundDrawList()->AddRect(g.NavScoringRect.Min, g.NavScoringRect.Max, IM_COL32(255,200,0,255)); // [DEBUG]
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}
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}
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// Apply result from previous frame navigation directional move request. Always called from NavUpdate()
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// Apply result from previous frame navigation directional move request. Always called from NavUpdate()
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void ImGui::NavMoveRequestApplyResult()
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void ImGui::NavMoveRequestApplyResult()
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{
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{
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