Nav: Comments

This commit is contained in:
omar 2017-09-29 20:03:02 +02:00
parent 5a9ebeca9e
commit cf3b21179b

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@ -2035,7 +2035,6 @@ static float NavScoreItemDistInterval(float a0, float a1, float b0, float b1)
}
// Scoring function for directional navigation. Based on https://gist.github.com/rygorous/6981057
// FIXME-NAVIGATION: Pretty rough. Also may want to handle the degenerate case that we have commented out.
static bool NavScoreItem(ImRect cand)
{
ImGuiContext& g = *GImGui;
@ -2043,7 +2042,7 @@ static bool NavScoreItem(ImRect cand)
if (g.NavLayer != window->DC.NavLayerCurrent)
return false;
const ImRect& curr = g.NavScoringRectScreen; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having lots of items with varied width)
const ImRect& curr = g.NavScoringRectScreen; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)
// We perform scoring on items bounding box clipped by their parent window on the other axis (clipping on our movement axis would give us equal scores for all clipped items)
if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right)
@ -2058,7 +2057,7 @@ static bool NavScoreItem(ImRect cand)
}
// Compute distance between boxes
// FIXME-NAVIGATION: Introducing various biases toward typical imgui uses cases, but we don't have any rigorous proof of their side-effect..
// FIXME-NAVIGATION: Introducing biases for vertical navigation, needs to be removed.
float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x);
float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items
if (dby && dbx)
@ -2127,7 +2126,7 @@ static bool NavScoreItem(ImRect cand)
}
else if (dist_center == g.NavMoveResultDistCenter)
{
// Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" buttons
// Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items
// (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index),
// this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis.
if (((g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance
@ -2167,7 +2166,7 @@ void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id)
// Declare item bounding box for clipping and interaction.
// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
// declares their minimum size requirement to ItemSize() and then use a larger region for drawing/interaction, which is passed to ItemAdd().
// declare their minimum size requirement to ItemSize() and then use a larger region for drawing/interaction, which is passed to ItemAdd().
bool ImGui::ItemAdd(const ImRect& bb, const ImGuiID* id, const ImRect* nav_bb_arg)
{
ImGuiContext& g = *GImGui;