Nav: Added keyboard moving and resizing via the CTRL-TAB windowing mode. (#787)

This commit is contained in:
omar 2018-01-25 19:23:13 +01:00
parent f2d5300408
commit d088bd86ad

View File

@ -27,7 +27,7 @@
- ISSUES & TODO LIST - ISSUES & TODO LIST
- FREQUENTLY ASKED QUESTIONS (FAQ), TIPS - FREQUENTLY ASKED QUESTIONS (FAQ), TIPS
- How can I help? - How can I help?
- How can I dipslay an image? What is ImTextureID, how does it works? - How can I display an image? What is ImTextureID, how does it works?
- How can I have multiple widgets with the same label? Can I have widget without a label? (Yes). A primer on labels and the ID stack. - How can I have multiple widgets with the same label? Can I have widget without a label? (Yes). A primer on labels and the ID stack.
- How can I tell when Dear ImGui wants my mouse/keyboard inputs VS when I can pass them to my application? - How can I tell when Dear ImGui wants my mouse/keyboard inputs VS when I can pass them to my application?
- How can I load a different font than the default? - How can I load a different font than the default?
@ -2748,19 +2748,6 @@ static void ImGui::NavUpdateWindowing()
g.NavWindowingHighlightAlpha = 1.0f; g.NavWindowingHighlightAlpha = 1.0f;
} }
// Move window
if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
{
const ImVec2 move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadRStick, ImGuiInputReadMode_Down);
if (move_delta.x != 0.0f || move_delta.y != 0.0f)
{
const float move_speed = ImFloor(600 * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y));
g.NavWindowingTarget->PosFloat += move_delta * move_speed;
g.NavDisableMouseHover = true;
MarkIniSettingsDirty(g.NavWindowingTarget);
}
}
// Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered front-most) // 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_PadMenu)) if (!IsNavInputDown(ImGuiNavInput_PadMenu))
{ {
@ -2788,6 +2775,24 @@ static void ImGui::NavUpdateWindowing()
if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && IsNavInputPressed(ImGuiNavInput_KeyMenu, ImGuiInputReadMode_Released)) if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && IsNavInputPressed(ImGuiNavInput_KeyMenu, ImGuiInputReadMode_Released))
apply_toggle_layer = true; apply_toggle_layer = true;
// Move window
if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
{
ImVec2 move_delta;
if (g.NavWindowingIsKeyboardMode && !g.IO.KeyShift)
move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Key, ImGuiInputReadMode_Down);
if (!g.NavWindowingIsKeyboardMode)
move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadRStick, 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));
g.NavWindowingTarget->PosFloat += move_delta * move_speed;
g.NavDisableMouseHover = true;
MarkIniSettingsDirty(g.NavWindowingTarget);
}
}
// Apply final focus // Apply final focus
if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootNonPopupWindow)) if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootNonPopupWindow))
{ {
@ -5351,21 +5356,22 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
// Navigation/gamepad resize // Navigation/gamepad resize
if (g.NavWindowingTarget == window) if (g.NavWindowingTarget == window)
{ {
ImVec2 nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down); ImVec2 nav_resize_delta;
if (g.NavWindowingIsKeyboardMode && g.IO.KeyShift)
nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Key, ImGuiInputReadMode_Down);
if (!g.NavWindowingIsKeyboardMode)
nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down);
if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f) if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f)
{ {
const float GAMEPAD_RESIZE_SPEED = 600.0f; const float NAV_RESIZE_SPEED = 600.0f;
nav_resize_delta *= ImFloor(GAMEPAD_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); nav_resize_delta *= ImFloor(NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y));
g.NavWindowingToggleLayer = false;
g.NavDisableMouseHover = true; g.NavDisableMouseHover = true;
resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive); resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);
if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f)
{
// FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck. // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.
g.NavWindowingToggleLayer = false;
size_target = CalcSizeAfterConstraint(window, window->SizeFull + nav_resize_delta); size_target = CalcSizeAfterConstraint(window, window->SizeFull + nav_resize_delta);
} }
} }
}
// Apply back modified position/size to window // Apply back modified position/size to window
if (size_target.x != FLT_MAX) if (size_target.x != FLT_MAX)