Nav: extracted sections of NavUpdate() into a NavUpdateCreateMoveRequest() function. Only clearing results when a request is activated.

This commit is contained in:
ocornut 2021-08-27 20:57:21 +02:00
parent ccfb20095e
commit bb6a60b1ff

177
imgui.cpp
View File

@ -909,6 +909,7 @@ static void NavUpdateWindowing();
static void NavUpdateWindowingOverlay();
static void NavUpdateInitResult();
static void NavUpdateCancelRequest();
static void NavUpdateCreateMoveRequest();
static float NavUpdatePageUpPageDown();
static inline void NavUpdateAnyRequestFlag();
static void NavEndFrame();
@ -9110,8 +9111,8 @@ static void ImGui::NavUpdate()
// Set input source as Gamepad when buttons are pressed (as some features differs when used with Gamepad vs Keyboard)
// (do it before we map Keyboard input!)
bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
if (nav_gamepad_active && g.NavInputSource != ImGuiInputSource_Gamepad)
{
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
@ -9210,55 +9211,9 @@ static void ImGui::NavUpdate()
g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = g.NavNextActivateId;
g.NavNextActivateId = 0;
if (g.NavMoveRequestForwardToNextFrame)
{
// 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)
// (Preserve g.NavMoveRequestFlags, g.NavMoveClipDir which were set by the NavMoveRequestForward() function)
IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);
IM_ASSERT(g.NavMoveRequestFlags & ImGuiNavMoveFlags_Forwarded);
IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir);
g.NavMoveRequestForwardToNextFrame = false;
}
else
{
// Initiate directional inputs request
g.NavMoveDir = ImGuiDir_None;
g.NavMoveRequestFlags = ImGuiNavMoveFlags_None;
if (g.NavWindow && !g.NavWindowingTarget && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
{
const ImGuiInputReadMode read_mode = ImGuiInputReadMode_Repeat;
if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && (IsNavInputTest(ImGuiNavInput_DpadLeft, read_mode) || IsNavInputTest(ImGuiNavInput_KeyLeft_, read_mode))) { g.NavMoveDir = ImGuiDir_Left; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && (IsNavInputTest(ImGuiNavInput_DpadRight, read_mode) || IsNavInputTest(ImGuiNavInput_KeyRight_, read_mode))) { g.NavMoveDir = ImGuiDir_Right; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && (IsNavInputTest(ImGuiNavInput_DpadUp, read_mode) || IsNavInputTest(ImGuiNavInput_KeyUp_, read_mode))) { g.NavMoveDir = ImGuiDir_Up; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && (IsNavInputTest(ImGuiNavInput_DpadDown, read_mode) || IsNavInputTest(ImGuiNavInput_KeyDown_, read_mode))) { g.NavMoveDir = ImGuiDir_Down; }
}
g.NavMoveClipDir = g.NavMoveDir;
}
// Update PageUp/PageDown/Home/End scroll
// FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag?
float nav_scoring_rect_offset_y = 0.0f;
if (nav_keyboard_active)
nav_scoring_rect_offset_y = NavUpdatePageUpPageDown();
// 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
if (g.NavMoveDir != ImGuiDir_None)
{
g.NavMoveRequest = true;
g.NavMoveRequestKeyMods = io.KeyMods;
g.NavMoveDirLast = g.NavMoveDir;
}
if (g.NavMoveRequest && g.NavId == 0)
{
IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", g.NavWindow->Name, g.NavLayer);
g.NavInitRequest = g.NavInitRequestFromMove = true;
// Reassigning with same value, we're being explicit here.
g.NavInitResultId = 0; // -V1048
g.NavDisableHighlight = false;
}
// Process move requests
NavUpdateCreateMoveRequest();
NavUpdateAnyRequestFlag();
if (g.NavMoveDir != ImGuiDir_None)
IM_ASSERT(g.NavMoveRequest);
// Scrolling
if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
@ -9266,7 +9221,7 @@ static void ImGui::NavUpdate()
// *Fallback* manual-scroll with Nav directional keys when window has no navigable item
ImGuiWindow* window = g.NavWindow;
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.
if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest)
if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest) //-V560
{
if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right)
SetScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
@ -9283,36 +9238,7 @@ static void ImGui::NavUpdate()
SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed));
}
// Reset search results
g.NavMoveResultLocal.Clear();
g.NavMoveResultLocalVisibleSet.Clear();
g.NavMoveResultOther.Clear();
// When using gamepad, we project the reference nav bounding box into window visible area.
// This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, since with gamepad every movements are relative
// (can't focus a visible object like we can with the mouse).
if (g.NavMoveRequest && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main)
{
ImGuiWindow* window = g.NavWindow;
ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1, 1), window->InnerRect.Max - window->Pos + ImVec2(1, 1));
if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
{
IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel\n");
float pad = window->CalcFontSize() * 0.5f;
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
window->NavRectRel[g.NavLayer].ClipWithFull(window_rect_rel);
g.NavId = g.NavFocusScopeId = 0;
}
}
// 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)
ImRect nav_rect_rel = g.NavWindow && !g.NavWindow->NavRectRel[g.NavLayer].IsInverted() ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);
g.NavScoringRect = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : ImRect(0, 0, 0, 0);
g.NavScoringRect.TranslateY(nav_scoring_rect_offset_y);
g.NavScoringRect.Min.x = ImMin(g.NavScoringRect.Min.x + 1.0f, g.NavScoringRect.Max.x);
g.NavScoringRect.Max.x = g.NavScoringRect.Min.x;
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().
//GetForegroundDrawList()->AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG]
// [DEBUG]
g.NavScoringCount = 0;
#if IMGUI_DEBUG_NAV_RECTS
if (g.NavWindow)
@ -9342,6 +9268,95 @@ static void ImGui::NavUpdateInitResult()
}
}
void ImGui::NavUpdateCreateMoveRequest()
{
ImGuiContext& g = *GImGui;
ImGuiIO& io = g.IO;
ImGuiWindow* window = g.NavWindow;
if (g.NavMoveRequestForwardToNextFrame)
{
// 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)
// (preserve most state, which were already set by the NavMoveRequestForward() function)
IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);
IM_ASSERT(g.NavMoveRequestFlags & ImGuiNavMoveFlags_Forwarded);
IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir);
g.NavMoveRequestForwardToNextFrame = false;
}
else
{
// Initiate directional inputs request
g.NavMoveDir = ImGuiDir_None;
g.NavMoveRequestFlags = ImGuiNavMoveFlags_None;
if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs))
{
const ImGuiInputReadMode read_mode = ImGuiInputReadMode_Repeat;
if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && (IsNavInputTest(ImGuiNavInput_DpadLeft, read_mode) || IsNavInputTest(ImGuiNavInput_KeyLeft_, read_mode))) { g.NavMoveDir = ImGuiDir_Left; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && (IsNavInputTest(ImGuiNavInput_DpadRight, read_mode) || IsNavInputTest(ImGuiNavInput_KeyRight_, read_mode))) { g.NavMoveDir = ImGuiDir_Right; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && (IsNavInputTest(ImGuiNavInput_DpadUp, read_mode) || IsNavInputTest(ImGuiNavInput_KeyUp_, read_mode))) { g.NavMoveDir = ImGuiDir_Up; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && (IsNavInputTest(ImGuiNavInput_DpadDown, read_mode) || IsNavInputTest(ImGuiNavInput_KeyDown_, read_mode))) { g.NavMoveDir = ImGuiDir_Down; }
}
g.NavMoveClipDir = g.NavMoveDir;
}
// Update PageUp/PageDown/Home/End scroll
// FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag?
const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
float nav_scoring_rect_offset_y = 0.0f;
if (nav_keyboard_active)
nav_scoring_rect_offset_y = NavUpdatePageUpPageDown();
// 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
if (g.NavMoveDir != ImGuiDir_None)
{
IM_ASSERT(window != NULL);
g.NavMoveRequest = true;
g.NavMoveRequestKeyMods = io.KeyMods;
g.NavMoveDirLast = g.NavMoveDir;
g.NavMoveResultLocal.Clear();
g.NavMoveResultLocalVisibleSet.Clear();
g.NavMoveResultOther.Clear();
}
// Moving with no reference triggers a init request
if (g.NavMoveRequest && g.NavId == 0)
{
IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", g.NavWindow->Name, g.NavLayer);
g.NavInitRequest = g.NavInitRequestFromMove = true;
g.NavInitResultId = 0;
g.NavDisableHighlight = false;
}
// When using gamepad, we project the reference nav bounding box into window visible area.
// This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, since with gamepad every movements are relative
// (can't focus a visible object like we can with the mouse).
if (g.NavMoveRequest && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)
{
ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1, 1), window->InnerRect.Max - window->Pos + ImVec2(1, 1));
if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
{
IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel\n");
float pad = window->CalcFontSize() * 0.5f;
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
window->NavRectRel[g.NavLayer].ClipWithFull(window_rect_rel);
g.NavId = g.NavFocusScopeId = 0;
}
}
// 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)
g.NavScoringRect = ImRect();
if (window)
{
ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);
g.NavScoringRect = ImRect(window->Pos + nav_rect_rel.Min, window->Pos + nav_rect_rel.Max);
g.NavScoringRect.TranslateY(nav_scoring_rect_offset_y);
g.NavScoringRect.Min.x = ImMin(g.NavScoringRect.Min.x + 1.0f, g.NavScoringRect.Max.x);
g.NavScoringRect.Max.x = g.NavScoringRect.Min.x;
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().
//GetForegroundDrawList()->AddRect(g.NavScoringRect.Min, g.NavScoringRect.Max, IM_COL32(255,200,0,255)); // [DEBUG]
}
}
// Apply result from previous frame navigation directional move request. Always called from NavUpdate()
void ImGui::NavMoveRequestApplyResult()
{