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Nav: Forwarded (wrap/loop) request don't mistakenly wreck reference pos.
Amend 6656553
This commit is contained in:
parent
430c05991c
commit
bcfc1ad8f6
26
imgui.cpp
26
imgui.cpp
@ -10671,7 +10671,7 @@ void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
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NavClearPreferredPosForAxis(ImGuiAxis_Y);
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NavClearPreferredPosForAxis(ImGuiAxis_Y);
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}
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}
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ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy)
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static ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy)
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{
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{
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if (ImFabs(dx) > ImFabs(dy))
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if (ImFabs(dx) > ImFabs(dy))
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return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left;
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return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left;
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@ -11044,7 +11044,8 @@ void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wra
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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IM_ASSERT((wrap_flags & ImGuiNavMoveFlags_WrapMask_ ) != 0 && (wrap_flags & ~ImGuiNavMoveFlags_WrapMask_) == 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY
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IM_ASSERT((wrap_flags & ImGuiNavMoveFlags_WrapMask_ ) != 0 && (wrap_flags & ~ImGuiNavMoveFlags_WrapMask_) == 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY
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// In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it, NavEndFrame() will do the same test
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// In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it:
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// as NavEndFrame() will do the same test. It will end up calling NavUpdateCreateWrappingRequest().
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if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main)
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if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main)
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g.NavMoveFlags = (g.NavMoveFlags & ~ImGuiNavMoveFlags_WrapMask_) | wrap_flags;
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g.NavMoveFlags = (g.NavMoveFlags & ~ImGuiNavMoveFlags_WrapMask_) | wrap_flags;
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}
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}
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@ -11369,7 +11370,7 @@ void ImGui::NavInitRequestApplyResult()
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}
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}
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// Bias scoring rect ahead of scoring + update preferred pos (if missing) using source position
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// Bias scoring rect ahead of scoring + update preferred pos (if missing) using source position
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static void NavBiasScoringRect(ImRect& r, ImVec2& preferred_pos_rel, ImGuiDir move_dir)
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static void NavBiasScoringRect(ImRect& r, ImVec2& preferred_pos_rel, ImGuiDir move_dir, ImGuiNavMoveFlags move_flags)
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{
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{
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// Bias initial rect
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// Bias initial rect
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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@ -11378,15 +11379,18 @@ static void NavBiasScoringRect(ImRect& r, ImVec2& preferred_pos_rel, ImGuiDir mo
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// Initialize bias on departure if we don't have any. So mouse-click + arrow will record bias.
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// Initialize bias on departure if we don't have any. So mouse-click + arrow will record bias.
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// - We default to L/U bias, so moving down from a large source item into several columns will land on left-most column.
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// - We default to L/U bias, so moving down from a large source item into several columns will land on left-most column.
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// - But each successful move sets new bias on one axis, only cleared when using mouse.
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// - But each successful move sets new bias on one axis, only cleared when using mouse.
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if (preferred_pos_rel.x == FLT_MAX)
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if ((move_flags & ImGuiNavMoveFlags_Forwarded) == 0)
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preferred_pos_rel.x = ImMin(r.Min.x + 1.0f, r.Max.x) - rel_to_abs_offset.x;
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{
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if (preferred_pos_rel.y == FLT_MAX)
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if (preferred_pos_rel.x == FLT_MAX)
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preferred_pos_rel.y = r.GetCenter().y - rel_to_abs_offset.y;
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preferred_pos_rel.x = ImMin(r.Min.x + 1.0f, r.Max.x) - rel_to_abs_offset.x;
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if (preferred_pos_rel.y == FLT_MAX)
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preferred_pos_rel.y = r.GetCenter().y - rel_to_abs_offset.y;
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}
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// Apply general bias on the other axis
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// Apply general bias on the other axis
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if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down)
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if ((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) && preferred_pos_rel.x != FLT_MAX)
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r.Min.x = r.Max.x = preferred_pos_rel.x + rel_to_abs_offset.x;
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r.Min.x = r.Max.x = preferred_pos_rel.x + rel_to_abs_offset.x;
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else
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else if ((move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) && preferred_pos_rel.y != FLT_MAX)
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r.Min.y = r.Max.y = preferred_pos_rel.y + rel_to_abs_offset.y;
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r.Min.y = r.Max.y = preferred_pos_rel.y + rel_to_abs_offset.y;
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}
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}
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@ -11497,7 +11501,7 @@ void ImGui::NavUpdateCreateMoveRequest()
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scoring_rect = WindowRectRelToAbs(window, nav_rect_rel);
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scoring_rect = WindowRectRelToAbs(window, nav_rect_rel);
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scoring_rect.TranslateY(scoring_rect_offset_y);
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scoring_rect.TranslateY(scoring_rect_offset_y);
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if (g.NavMoveSubmitted)
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if (g.NavMoveSubmitted)
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NavBiasScoringRect(scoring_rect, window->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer], g.NavMoveDir);
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NavBiasScoringRect(scoring_rect, window->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer], g.NavMoveDir, g.NavMoveFlags);
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IM_ASSERT(!scoring_rect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem().
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IM_ASSERT(!scoring_rect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem().
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//GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG]
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//GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG]
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//if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG]
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//if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG]
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@ -11785,7 +11789,9 @@ static void ImGui::NavUpdateCreateWrappingRequest()
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bool do_forward = false;
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bool do_forward = false;
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ImRect bb_rel = window->NavRectRel[g.NavLayer];
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ImRect bb_rel = window->NavRectRel[g.NavLayer];
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ImGuiDir clip_dir = g.NavMoveDir;
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ImGuiDir clip_dir = g.NavMoveDir;
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const ImGuiNavMoveFlags move_flags = g.NavMoveFlags;
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const ImGuiNavMoveFlags move_flags = g.NavMoveFlags;
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//const ImGuiAxis move_axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
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if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
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if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
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{
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{
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bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x;
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bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x;
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6
imgui.h
6
imgui.h
@ -21,9 +21,9 @@
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// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
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// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
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// Library Version
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// Library Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345')
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
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#define IMGUI_VERSION "1.89.6 WIP"
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#define IMGUI_VERSION "1.89.6 WIP"
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#define IMGUI_VERSION_NUM 18956
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#define IMGUI_VERSION_NUM 18957
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#define IMGUI_HAS_TABLE
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#define IMGUI_HAS_TABLE
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/*
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/*
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@ -479,7 +479,6 @@ IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, c
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IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
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IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
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IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w);
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IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w);
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inline float ImTriangleArea(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ImFabs((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) * 0.5f; }
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inline float ImTriangleArea(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ImFabs((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) * 0.5f; }
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IMGUI_API ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy);
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// Helper: ImVec1 (1D vector)
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// Helper: ImVec1 (1D vector)
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// (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches)
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// (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches)
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