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	Refactor: Internals: Moved Navigation functions in imgui.cpp in their own section. (part 8) (#2036, #787)
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										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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 | 
			
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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
 | 
			
		||||
    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()));
 | 
			
		||||
    ImRect visible_rect = GetViewportRect();
 | 
			
		||||
    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.
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode)
 | 
			
		||||
{
 | 
			
		||||
    ImGuiContext& g = *GImGui;
 | 
			
		||||
@@ -7828,6 +7661,173 @@ static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags)
 | 
			
		||||
    return 0.0f;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static int FindWindowIndex(ImGuiWindow* window) // FIXME-OPT O(N)
 | 
			
		||||
{
 | 
			
		||||
    ImGuiContext& g = *GImGui;
 | 
			
		||||
    for (int i = g.Windows.Size-1; i >= 0; i--)
 | 
			
		||||
        if (g.Windows[i] == window)
 | 
			
		||||
            return i;
 | 
			
		||||
    return -1;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
 | 
			
		||||
{
 | 
			
		||||
    ImGuiContext& g = *GImGui;
 | 
			
		||||
    for (int i = i_start; i >= 0 && i < g.Windows.Size && i != i_stop; i += dir)
 | 
			
		||||
        if (ImGui::IsWindowNavFocusable(g.Windows[i]))
 | 
			
		||||
            return g.Windows[i];
 | 
			
		||||
    return NULL;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
 | 
			
		||||
{
 | 
			
		||||
    ImGuiContext& g = *GImGui;
 | 
			
		||||
    IM_ASSERT(g.NavWindowingTarget);
 | 
			
		||||
    if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal)
 | 
			
		||||
        return;
 | 
			
		||||
 | 
			
		||||
    const int i_current = FindWindowIndex(g.NavWindowingTarget);
 | 
			
		||||
    ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);
 | 
			
		||||
    if (!window_target)
 | 
			
		||||
        window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.Windows.Size - 1) : 0, i_current, focus_change_dir);
 | 
			
		||||
    if (window_target) // Don't reset windowing target if there's a single window in the list
 | 
			
		||||
        g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;
 | 
			
		||||
    g.NavWindowingToggleLayer = false;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Window management mode (hold to: change focus/move/resize, tap to: toggle menu layer)
 | 
			
		||||
static void ImGui::NavUpdateWindowing()
 | 
			
		||||
{
 | 
			
		||||
    ImGuiContext& g = *GImGui;
 | 
			
		||||
    ImGuiWindow* apply_focus_window = NULL;
 | 
			
		||||
    bool apply_toggle_layer = false;
 | 
			
		||||
 | 
			
		||||
    ImGuiWindow* modal_window = GetFrontMostPopupModal();
 | 
			
		||||
    if (modal_window != NULL)
 | 
			
		||||
    {
 | 
			
		||||
        g.NavWindowingTarget = NULL;
 | 
			
		||||
        return;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Fade out
 | 
			
		||||
    if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)
 | 
			
		||||
    {
 | 
			
		||||
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - g.IO.DeltaTime * 10.0f, 0.0f);
 | 
			
		||||
        if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
 | 
			
		||||
            g.NavWindowingTargetAnim = NULL;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Start CTRL-TAB or Square+L/R window selection
 | 
			
		||||
    bool start_windowing_with_gamepad = !g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed);
 | 
			
		||||
    bool start_windowing_with_keyboard = !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard);
 | 
			
		||||
    if (start_windowing_with_gamepad || start_windowing_with_keyboard)
 | 
			
		||||
        if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.Windows.Size - 1, -INT_MAX, -1))
 | 
			
		||||
        {
 | 
			
		||||
            g.NavWindowingTarget = g.NavWindowingTargetAnim = window;
 | 
			
		||||
            g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
 | 
			
		||||
            g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true;
 | 
			
		||||
            g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
    // Gamepad update
 | 
			
		||||
    g.NavWindowingTimer += g.IO.DeltaTime;
 | 
			
		||||
    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavGamepad)
 | 
			
		||||
    {
 | 
			
		||||
        // 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
 | 
			
		||||
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));
 | 
			
		||||
 | 
			
		||||
        // Select window to focus
 | 
			
		||||
        const int focus_change_dir = (int)IsNavInputPressed(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputPressed(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow);
 | 
			
		||||
        if (focus_change_dir != 0)
 | 
			
		||||
        {
 | 
			
		||||
            NavUpdateWindowingHighlightWindow(focus_change_dir);
 | 
			
		||||
            g.NavWindowingHighlightAlpha = 1.0f;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered front-most)
 | 
			
		||||
        if (!IsNavInputDown(ImGuiNavInput_Menu))
 | 
			
		||||
        {
 | 
			
		||||
            g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore.
 | 
			
		||||
            if (g.NavWindowingToggleLayer && g.NavWindow)
 | 
			
		||||
                apply_toggle_layer = true;
 | 
			
		||||
            else if (!g.NavWindowingToggleLayer)
 | 
			
		||||
                apply_focus_window = g.NavWindowingTarget;
 | 
			
		||||
            g.NavWindowingTarget = NULL;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Keyboard: Focus
 | 
			
		||||
    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavKeyboard)
 | 
			
		||||
    {
 | 
			
		||||
        // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
 | 
			
		||||
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
 | 
			
		||||
        if (IsKeyPressedMap(ImGuiKey_Tab, true))
 | 
			
		||||
            NavUpdateWindowingHighlightWindow(g.IO.KeyShift ? +1 : -1);
 | 
			
		||||
        if (!g.IO.KeyCtrl)
 | 
			
		||||
            apply_focus_window = g.NavWindowingTarget;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // 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)
 | 
			
		||||
{
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user