mirror of
https://github.com/Drezil/imgui.git
synced 2024-12-22 07:36:35 +00:00
Nav: small refactor of forwarding, clarified that MoveDir only set when RequestActive, removed one indent level in NavUpdatePageUpPageDown().
This commit is contained in:
parent
4351febe9f
commit
ccfb20095e
134
imgui.cpp
134
imgui.cpp
@ -8943,12 +8943,12 @@ void ImGui::NavMoveRequestCancel()
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void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_None);
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IM_ASSERT(g.NavMoveRequestForwardToNextFrame == false);
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NavMoveRequestCancel();
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g.NavMoveRequestForwardToNextFrame = true;
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g.NavMoveDir = move_dir;
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g.NavMoveClipDir = clip_dir;
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g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
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g.NavMoveRequestFlags = move_flags;
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g.NavMoveRequestFlags = move_flags | ImGuiNavMoveFlags_Forwarded;
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}
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// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire
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@ -9151,6 +9151,7 @@ static void ImGui::NavUpdate()
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// Process navigation move request
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if (g.NavMoveRequest)
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NavMoveRequestApplyResult();
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g.NavMoveRequest = false;
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// Apply application mouse position movement, after we had a chance to process move request result.
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if (g.NavMousePosDirty && g.NavIdIsAlive)
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@ -9203,16 +9204,24 @@ static void ImGui::NavUpdate()
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g.NavDisableHighlight = true;
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if (g.NavActivateId != 0)
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IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
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g.NavMoveRequest = false;
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// Process programmatic activation request
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if (g.NavNextActivateId != 0)
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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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// Initiate directional inputs request
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if (g.NavMoveRequestForward == ImGuiNavForward_None)
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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 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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@ -9225,14 +9234,6 @@ static void ImGui::NavUpdate()
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}
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g.NavMoveClipDir = g.NavMoveDir;
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}
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else if (g.NavMoveRequestForward == ImGuiNavForward_ForwardQueued)
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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 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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IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir);
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g.NavMoveRequestForward = ImGuiNavForward_ForwardActive;
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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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@ -9256,6 +9257,8 @@ static void ImGui::NavUpdate()
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g.NavDisableHighlight = false;
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}
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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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if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
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@ -9344,9 +9347,6 @@ void ImGui::NavMoveRequestApplyResult()
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{
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ImGuiContext& g = *GImGui;
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if (g.NavMoveRequestForward == ImGuiNavForward_ForwardActive)
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g.NavMoveRequestForward = ImGuiNavForward_None;
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if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0)
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{
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// In a situation when there is no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result)
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@ -9471,60 +9471,60 @@ static float ImGui::NavUpdatePageUpPageDown()
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const bool page_down_held = IsKeyDown(io.KeyMap[ImGuiKey_PageDown]) && !IsActiveIdUsingKey(ImGuiKey_PageDown);
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const bool home_pressed = IsKeyPressed(io.KeyMap[ImGuiKey_Home]) && !IsActiveIdUsingKey(ImGuiKey_Home);
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const bool end_pressed = IsKeyPressed(io.KeyMap[ImGuiKey_End]) && !IsActiveIdUsingKey(ImGuiKey_End);
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if (page_up_held != page_down_held || home_pressed != end_pressed) // If either (not both) are pressed
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if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out
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return 0.0f;
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if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll)
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{
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if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll)
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// Fallback manual-scroll when window has no navigable item
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if (IsKeyPressed(io.KeyMap[ImGuiKey_PageUp], true))
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SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());
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else if (IsKeyPressed(io.KeyMap[ImGuiKey_PageDown], true))
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SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());
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else if (home_pressed)
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SetScrollY(window, 0.0f);
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else if (end_pressed)
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SetScrollY(window, window->ScrollMax.y);
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}
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else
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{
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ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
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const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
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float nav_scoring_rect_offset_y = 0.0f;
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if (IsKeyPressed(io.KeyMap[ImGuiKey_PageUp], true))
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{
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// Fallback manual-scroll when window has no navigable item
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if (IsKeyPressed(io.KeyMap[ImGuiKey_PageUp], true))
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SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());
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else if (IsKeyPressed(io.KeyMap[ImGuiKey_PageDown], true))
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SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());
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else if (home_pressed)
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SetScrollY(window, 0.0f);
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else if (end_pressed)
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SetScrollY(window, window->ScrollMax.y);
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nav_scoring_rect_offset_y = -page_offset_y;
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g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item)
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g.NavMoveClipDir = ImGuiDir_Up;
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g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
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}
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else
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else if (IsKeyPressed(io.KeyMap[ImGuiKey_PageDown], true))
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{
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ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
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const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
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float nav_scoring_rect_offset_y = 0.0f;
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if (IsKeyPressed(io.KeyMap[ImGuiKey_PageUp], true))
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{
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nav_scoring_rect_offset_y = -page_offset_y;
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g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item)
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g.NavMoveClipDir = ImGuiDir_Up;
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g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
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}
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else if (IsKeyPressed(io.KeyMap[ImGuiKey_PageDown], true))
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{
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nav_scoring_rect_offset_y = +page_offset_y;
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g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item)
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g.NavMoveClipDir = ImGuiDir_Down;
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g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
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}
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else if (home_pressed)
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{
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// FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y
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// Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdge flag, we don't scroll immediately to avoid scrolling happening before nav result.
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// Preserve current horizontal position if we have any.
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nav_rect_rel.Min.y = nav_rect_rel.Max.y = -window->Scroll.y;
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if (nav_rect_rel.IsInverted())
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nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
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g.NavMoveDir = ImGuiDir_Down;
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g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge;
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}
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else if (end_pressed)
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{
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nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ScrollMax.y + window->SizeFull.y - window->Scroll.y;
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if (nav_rect_rel.IsInverted())
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nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
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g.NavMoveDir = ImGuiDir_Up;
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g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge;
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}
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return nav_scoring_rect_offset_y;
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nav_scoring_rect_offset_y = +page_offset_y;
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g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item)
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g.NavMoveClipDir = ImGuiDir_Down;
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g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
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}
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else if (home_pressed)
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{
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// FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y
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// Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdge flag, we don't scroll immediately to avoid scrolling happening before nav result.
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// Preserve current horizontal position if we have any.
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nav_rect_rel.Min.y = nav_rect_rel.Max.y = -window->Scroll.y;
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if (nav_rect_rel.IsInverted())
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nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
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g.NavMoveDir = ImGuiDir_Down;
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g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge;
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}
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else if (end_pressed)
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{
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nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ScrollMax.y + window->SizeFull.y - window->Scroll.y;
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if (nav_rect_rel.IsInverted())
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nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
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g.NavMoveDir = ImGuiDir_Up;
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g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge;
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}
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return nav_scoring_rect_offset_y;
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}
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return 0.0f;
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}
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@ -9542,7 +9542,7 @@ static void ImGui::NavEndFrame()
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ImGuiWindow* window = g.NavWindow;
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const ImGuiNavMoveFlags move_flags = g.NavMoveRequestFlags;
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const ImGuiNavMoveFlags wanted_flags = ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY;
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if (window && NavMoveRequestButNoResultYet() && (g.NavMoveRequestFlags & wanted_flags) && g.NavMoveRequestForward == ImGuiNavForward_None)
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if (window && NavMoveRequestButNoResultYet() && (g.NavMoveRequestFlags & wanted_flags) && (g.NavMoveRequestFlags & ImGuiNavMoveFlags_Forwarded) == 0)
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{
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bool do_forward = false;
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ImRect bb_rel = window->NavRectRel[g.NavLayer];
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@ -1181,14 +1181,8 @@ enum ImGuiNavMoveFlags_
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ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful but provided for completeness
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ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place)
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ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisibleSet that only comprise elements that are already fully visible (used by PageUp/PageDown)
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ImGuiNavMoveFlags_ScrollToEdge = 1 << 6
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};
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enum ImGuiNavForward
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{
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ImGuiNavForward_None,
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ImGuiNavForward_ForwardQueued,
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ImGuiNavForward_ForwardActive
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ImGuiNavMoveFlags_ScrollToEdge = 1 << 6,
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ImGuiNavMoveFlags_Forwarded = 1 << 7
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};
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enum ImGuiNavLayer
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@ -1525,14 +1519,14 @@ struct ImGuiContext
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bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default)
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bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover)
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bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again.
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bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest
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bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest this is to perform early out in ItemAdd()
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bool NavInitRequest; // Init request for appearing window to select first item
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bool NavInitRequestFromMove;
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ImGuiID NavInitResultId; // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called)
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ImRect NavInitResultRectRel; // Init request result rectangle (relative to parent window)
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bool NavMoveRequest; // Move request for this frame
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bool NavMoveRequestForwardToNextFrame;
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ImGuiNavMoveFlags NavMoveRequestFlags;
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ImGuiNavForward NavMoveRequestForward; // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu)
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ImGuiKeyModFlags NavMoveRequestKeyMods;
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ImGuiDir NavMoveDir, NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request
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ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename?
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@ -1733,8 +1727,8 @@ struct ImGuiContext
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NavInitRequestFromMove = false;
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NavInitResultId = 0;
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NavMoveRequest = false;
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NavMoveRequestForwardToNextFrame = false;
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NavMoveRequestFlags = ImGuiNavMoveFlags_None;
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NavMoveRequestForward = ImGuiNavForward_None;
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NavMoveRequestKeyMods = ImGuiKeyModFlags_None;
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NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None;
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@ -5897,12 +5897,12 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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toggled = true;
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}
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if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Left && is_open)
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if (g.NavId == id && g.NavMoveDir == ImGuiDir_Left && is_open)
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{
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toggled = true;
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NavMoveRequestCancel();
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}
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if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority?
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if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority?
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{
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toggled = true;
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NavMoveRequestCancel();
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@ -6690,7 +6690,7 @@ void ImGui::EndMenuBar()
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ImGuiWindow* nav_earliest_child = g.NavWindow;
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while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu))
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nav_earliest_child = nav_earliest_child->ParentWindow;
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if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && g.NavMoveRequestForward == ImGuiNavForward_None)
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if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && (g.NavMoveRequestFlags & ImGuiNavMoveFlags_Forwarded) == 0)
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{
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// To do so we claim focus back, restore NavId and then process the movement request for yet another frame.
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// This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth bothering)
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@ -6910,7 +6910,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
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want_close = menu_is_open;
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want_open = !menu_is_open;
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}
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if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open
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if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open
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{
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want_open = true;
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NavMoveRequestCancel();
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@ -6928,7 +6928,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
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{
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want_open = true;
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}
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else if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open
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else if (g.NavId == id && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open
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{
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want_open = true;
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NavMoveRequestCancel();
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