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Refactor: Internals: Moved Navigation functions in imgui.cpp in their own section. (part 8) (#2036, #787)
This commit is contained in:
parent
acf3cc4c3f
commit
cda45737ab
408
imgui.cpp
408
imgui.cpp
@ -2648,210 +2648,6 @@ ImDrawListSharedData* ImGui::GetDrawListSharedData()
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return &GImGui->DrawListSharedData;
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}
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// This needs to be called before we submit any widget (aka in or before Begin)
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void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(window == g.NavWindow);
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bool init_for_nav = false;
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if (!(window->Flags & ImGuiWindowFlags_NoNavInputs))
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if (!(window->Flags & ImGuiWindowFlags_ChildWindow) || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit)
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init_for_nav = true;
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if (init_for_nav)
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{
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SetNavID(0, g.NavLayer);
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g.NavInitRequest = true;
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g.NavInitRequestFromMove = false;
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g.NavInitResultId = 0;
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g.NavInitResultRectRel = ImRect();
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NavUpdateAnyRequestFlag();
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}
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else
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{
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g.NavId = window->NavLastIds[0];
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}
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}
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static ImVec2 ImGui::NavCalcPreferredRefPos()
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{
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ImGuiContext& g = *GImGui;
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if (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow)
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return ImFloor(g.IO.MousePos);
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// When navigation is active and mouse is disabled, decide on an arbitrary position around the bottom left of the currently navigated item
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const ImRect& rect_rel = g.NavWindow->NavRectRel[g.NavLayer];
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ImVec2 pos = g.NavWindow->Pos + ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x*4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight()));
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ImRect visible_rect = GetViewportRect();
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return ImFloor(ImClamp(pos, visible_rect.Min, visible_rect.Max)); // ImFloor() is important because non-integer mouse position application in back-end might be lossy and result in undesirable non-zero delta.
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}
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static int FindWindowIndex(ImGuiWindow* window) // FIXME-OPT O(N)
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{
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ImGuiContext& g = *GImGui;
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for (int i = g.Windows.Size-1; i >= 0; i--)
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if (g.Windows[i] == window)
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return i;
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return -1;
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}
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static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
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{
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ImGuiContext& g = *GImGui;
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for (int i = i_start; i >= 0 && i < g.Windows.Size && i != i_stop; i += dir)
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if (ImGui::IsWindowNavFocusable(g.Windows[i]))
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return g.Windows[i];
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return NULL;
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}
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static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(g.NavWindowingTarget);
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if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal)
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return;
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const int i_current = FindWindowIndex(g.NavWindowingTarget);
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ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);
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if (!window_target)
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window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.Windows.Size - 1) : 0, i_current, focus_change_dir);
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if (window_target) // Don't reset windowing target if there's a single window in the list
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g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;
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g.NavWindowingToggleLayer = false;
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}
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// Window management mode (hold to: change focus/move/resize, tap to: toggle menu layer)
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static void ImGui::NavUpdateWindowing()
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* apply_focus_window = NULL;
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bool apply_toggle_layer = false;
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ImGuiWindow* modal_window = GetFrontMostPopupModal();
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if (modal_window != NULL)
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{
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g.NavWindowingTarget = NULL;
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return;
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}
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// Fade out
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if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)
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{
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g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - g.IO.DeltaTime * 10.0f, 0.0f);
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if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
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g.NavWindowingTargetAnim = NULL;
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}
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// Start CTRL-TAB or Square+L/R window selection
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bool start_windowing_with_gamepad = !g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed);
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bool start_windowing_with_keyboard = !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard);
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if (start_windowing_with_gamepad || start_windowing_with_keyboard)
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if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.Windows.Size - 1, -INT_MAX, -1))
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{
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g.NavWindowingTarget = g.NavWindowingTargetAnim = window;
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g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
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g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true;
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g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad;
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}
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// Gamepad update
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g.NavWindowingTimer += g.IO.DeltaTime;
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if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavGamepad)
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{
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// Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise
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g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));
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// Select window to focus
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const int focus_change_dir = (int)IsNavInputPressed(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputPressed(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow);
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if (focus_change_dir != 0)
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{
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NavUpdateWindowingHighlightWindow(focus_change_dir);
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g.NavWindowingHighlightAlpha = 1.0f;
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}
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// Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered front-most)
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if (!IsNavInputDown(ImGuiNavInput_Menu))
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{
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g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore.
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if (g.NavWindowingToggleLayer && g.NavWindow)
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apply_toggle_layer = true;
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else if (!g.NavWindowingToggleLayer)
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apply_focus_window = g.NavWindowingTarget;
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g.NavWindowingTarget = NULL;
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}
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}
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// Keyboard: Focus
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if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavKeyboard)
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{
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// Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
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g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
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if (IsKeyPressedMap(ImGuiKey_Tab, true))
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NavUpdateWindowingHighlightWindow(g.IO.KeyShift ? +1 : -1);
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if (!g.IO.KeyCtrl)
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apply_focus_window = g.NavWindowingTarget;
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}
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// Keyboard: Press and Release ALT to toggle menu layer
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// FIXME: We lack an explicit IO variable for "is the imgui window focused", so compare mouse validity to detect the common case of back-end clearing releases all keys on ALT-TAB
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if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && IsNavInputPressed(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Released))
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if (IsMousePosValid(&g.IO.MousePos) == IsMousePosValid(&g.IO.MousePosPrev))
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apply_toggle_layer = true;
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// Move window
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if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
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{
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ImVec2 move_delta;
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if (g.NavInputSource == ImGuiInputSource_NavKeyboard && !g.IO.KeyShift)
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move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
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if (g.NavInputSource == ImGuiInputSource_NavGamepad)
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move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down);
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if (move_delta.x != 0.0f || move_delta.y != 0.0f)
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{
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const float NAV_MOVE_SPEED = 800.0f;
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const float move_speed = ImFloor(NAV_MOVE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); // FIXME: Doesn't code variable framerate very well
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g.NavWindowingTarget->RootWindow->Pos += move_delta * move_speed;
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g.NavDisableMouseHover = true;
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MarkIniSettingsDirty(g.NavWindowingTarget);
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}
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}
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// Apply final focus
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if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))
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{
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g.NavDisableHighlight = false;
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g.NavDisableMouseHover = true;
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apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window);
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ClosePopupsOverWindow(apply_focus_window);
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FocusWindow(apply_focus_window);
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if (apply_focus_window->NavLastIds[0] == 0)
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NavInitWindow(apply_focus_window, false);
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// If the window only has a menu layer, select it directly
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if (apply_focus_window->DC.NavLayerActiveMask == (1 << 1))
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g.NavLayer = 1;
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}
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if (apply_focus_window)
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g.NavWindowingTarget = NULL;
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// Apply menu/layer toggle
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if (apply_toggle_layer && g.NavWindow)
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{
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// Move to parent menu if necessary
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ImGuiWindow* new_nav_window = g.NavWindow;
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while ((new_nav_window->DC.NavLayerActiveMask & (1 << 1)) == 0 && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
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new_nav_window = new_nav_window->ParentWindow;
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if (new_nav_window != g.NavWindow)
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{
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ImGuiWindow* old_nav_window = g.NavWindow;
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FocusWindow(new_nav_window);
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new_nav_window->NavLastChildNavWindow = old_nav_window;
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}
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g.NavDisableHighlight = false;
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g.NavDisableMouseHover = true;
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NavRestoreLayer((g.NavWindow->DC.NavLayerActiveMask & (1 << 1)) ? (g.NavLayer ^ 1) : 0);
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}
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}
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void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
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{
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// Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows.
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@ -7406,6 +7202,43 @@ void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags mov
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}
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}
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// This needs to be called before we submit any widget (aka in or before Begin)
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void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(window == g.NavWindow);
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bool init_for_nav = false;
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if (!(window->Flags & ImGuiWindowFlags_NoNavInputs))
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if (!(window->Flags & ImGuiWindowFlags_ChildWindow) || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit)
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init_for_nav = true;
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if (init_for_nav)
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{
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SetNavID(0, g.NavLayer);
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g.NavInitRequest = true;
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g.NavInitRequestFromMove = false;
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g.NavInitResultId = 0;
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g.NavInitResultRectRel = ImRect();
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NavUpdateAnyRequestFlag();
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}
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else
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{
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g.NavId = window->NavLastIds[0];
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}
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}
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static ImVec2 ImGui::NavCalcPreferredRefPos()
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{
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ImGuiContext& g = *GImGui;
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if (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow)
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return ImFloor(g.IO.MousePos);
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// When navigation is active and mouse is disabled, decide on an arbitrary position around the bottom left of the currently navigated item
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const ImRect& rect_rel = g.NavWindow->NavRectRel[g.NavLayer];
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ImVec2 pos = g.NavWindow->Pos + ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x*4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight()));
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ImRect visible_rect = GetViewportRect();
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return ImFloor(ImClamp(pos, visible_rect.Min, visible_rect.Max)); // ImFloor() is important because non-integer mouse position application in back-end might be lossy and result in undesirable non-zero delta.
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}
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float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode)
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{
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ImGuiContext& g = *GImGui;
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@ -7828,6 +7661,173 @@ static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags)
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return 0.0f;
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}
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static int FindWindowIndex(ImGuiWindow* window) // FIXME-OPT O(N)
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{
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ImGuiContext& g = *GImGui;
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for (int i = g.Windows.Size-1; i >= 0; i--)
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if (g.Windows[i] == window)
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return i;
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return -1;
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}
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static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
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{
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ImGuiContext& g = *GImGui;
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for (int i = i_start; i >= 0 && i < g.Windows.Size && i != i_stop; i += dir)
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if (ImGui::IsWindowNavFocusable(g.Windows[i]))
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return g.Windows[i];
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return NULL;
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}
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static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(g.NavWindowingTarget);
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if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal)
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return;
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const int i_current = FindWindowIndex(g.NavWindowingTarget);
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ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);
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if (!window_target)
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window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.Windows.Size - 1) : 0, i_current, focus_change_dir);
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if (window_target) // Don't reset windowing target if there's a single window in the list
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g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;
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g.NavWindowingToggleLayer = false;
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}
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// Window management mode (hold to: change focus/move/resize, tap to: toggle menu layer)
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static void ImGui::NavUpdateWindowing()
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* apply_focus_window = NULL;
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bool apply_toggle_layer = false;
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ImGuiWindow* modal_window = GetFrontMostPopupModal();
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if (modal_window != NULL)
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{
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g.NavWindowingTarget = NULL;
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return;
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}
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// Fade out
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if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)
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{
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g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - g.IO.DeltaTime * 10.0f, 0.0f);
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if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
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g.NavWindowingTargetAnim = NULL;
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}
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// Start CTRL-TAB or Square+L/R window selection
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bool start_windowing_with_gamepad = !g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed);
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bool start_windowing_with_keyboard = !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard);
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if (start_windowing_with_gamepad || start_windowing_with_keyboard)
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if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.Windows.Size - 1, -INT_MAX, -1))
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{
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g.NavWindowingTarget = g.NavWindowingTargetAnim = window;
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g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
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g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true;
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g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad;
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}
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// Gamepad update
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g.NavWindowingTimer += g.IO.DeltaTime;
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if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavGamepad)
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{
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// Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise
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g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));
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// Select window to focus
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const int focus_change_dir = (int)IsNavInputPressed(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputPressed(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow);
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if (focus_change_dir != 0)
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{
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NavUpdateWindowingHighlightWindow(focus_change_dir);
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g.NavWindowingHighlightAlpha = 1.0f;
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}
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// Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered front-most)
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if (!IsNavInputDown(ImGuiNavInput_Menu))
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{
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g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore.
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if (g.NavWindowingToggleLayer && g.NavWindow)
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apply_toggle_layer = true;
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else if (!g.NavWindowingToggleLayer)
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apply_focus_window = g.NavWindowingTarget;
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g.NavWindowingTarget = NULL;
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}
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}
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// Keyboard: Focus
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if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavKeyboard)
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{
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// Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
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g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
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if (IsKeyPressedMap(ImGuiKey_Tab, true))
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NavUpdateWindowingHighlightWindow(g.IO.KeyShift ? +1 : -1);
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if (!g.IO.KeyCtrl)
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apply_focus_window = g.NavWindowingTarget;
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}
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// Keyboard: Press and Release ALT to toggle menu layer
|
||||
// FIXME: We lack an explicit IO variable for "is the imgui window focused", so compare mouse validity to detect the common case of back-end clearing releases all keys on ALT-TAB
|
||||
if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && IsNavInputPressed(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Released))
|
||||
if (IsMousePosValid(&g.IO.MousePos) == IsMousePosValid(&g.IO.MousePosPrev))
|
||||
apply_toggle_layer = true;
|
||||
|
||||
// Move window
|
||||
if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
|
||||
{
|
||||
ImVec2 move_delta;
|
||||
if (g.NavInputSource == ImGuiInputSource_NavKeyboard && !g.IO.KeyShift)
|
||||
move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
|
||||
if (g.NavInputSource == ImGuiInputSource_NavGamepad)
|
||||
move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down);
|
||||
if (move_delta.x != 0.0f || move_delta.y != 0.0f)
|
||||
{
|
||||
const float NAV_MOVE_SPEED = 800.0f;
|
||||
const float move_speed = ImFloor(NAV_MOVE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); // FIXME: Doesn't code variable framerate very well
|
||||
g.NavWindowingTarget->RootWindow->Pos += move_delta * move_speed;
|
||||
g.NavDisableMouseHover = true;
|
||||
MarkIniSettingsDirty(g.NavWindowingTarget);
|
||||
}
|
||||
}
|
||||
|
||||
// Apply final focus
|
||||
if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))
|
||||
{
|
||||
g.NavDisableHighlight = false;
|
||||
g.NavDisableMouseHover = true;
|
||||
apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window);
|
||||
ClosePopupsOverWindow(apply_focus_window);
|
||||
FocusWindow(apply_focus_window);
|
||||
if (apply_focus_window->NavLastIds[0] == 0)
|
||||
NavInitWindow(apply_focus_window, false);
|
||||
|
||||
// If the window only has a menu layer, select it directly
|
||||
if (apply_focus_window->DC.NavLayerActiveMask == (1 << 1))
|
||||
g.NavLayer = 1;
|
||||
}
|
||||
if (apply_focus_window)
|
||||
g.NavWindowingTarget = NULL;
|
||||
|
||||
// Apply menu/layer toggle
|
||||
if (apply_toggle_layer && g.NavWindow)
|
||||
{
|
||||
// Move to parent menu if necessary
|
||||
ImGuiWindow* new_nav_window = g.NavWindow;
|
||||
while ((new_nav_window->DC.NavLayerActiveMask & (1 << 1)) == 0 && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
|
||||
new_nav_window = new_nav_window->ParentWindow;
|
||||
if (new_nav_window != g.NavWindow)
|
||||
{
|
||||
ImGuiWindow* old_nav_window = g.NavWindow;
|
||||
FocusWindow(new_nav_window);
|
||||
new_nav_window->NavLastChildNavWindow = old_nav_window;
|
||||
}
|
||||
g.NavDisableHighlight = false;
|
||||
g.NavDisableMouseHover = true;
|
||||
NavRestoreLayer((g.NavWindow->DC.NavLayerActiveMask & (1 << 1)) ? (g.NavLayer ^ 1) : 0);
|
||||
}
|
||||
}
|
||||
|
||||
// Window has already passed the IsWindowNavFocusable()
|
||||
static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user