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	Nav: Added keyboard moving and resizing via the CTRL-TAB windowing mode. (#787)
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							| @@ -27,7 +27,7 @@ | ||||
|  - ISSUES & TODO LIST | ||||
|  - FREQUENTLY ASKED QUESTIONS (FAQ), TIPS | ||||
|    - 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 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? | ||||
| @@ -2748,19 +2748,6 @@ static void ImGui::NavUpdateWindowing() | ||||
|             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) | ||||
|         if (!IsNavInputDown(ImGuiNavInput_PadMenu)) | ||||
|         { | ||||
| @@ -2788,6 +2775,24 @@ static void ImGui::NavUpdateWindowing() | ||||
|     if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && IsNavInputPressed(ImGuiNavInput_KeyMenu, ImGuiInputReadMode_Released)) | ||||
|         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 | ||||
|     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 | ||||
|     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) | ||||
|         { | ||||
|             const float GAMEPAD_RESIZE_SPEED = 600.0f; | ||||
|             nav_resize_delta *= ImFloor(GAMEPAD_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); | ||||
|             const float NAV_RESIZE_SPEED = 600.0f; | ||||
|             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; | ||||
|             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. | ||||
|                 g.NavWindowingToggleLayer = false; | ||||
|             size_target = CalcSizeAfterConstraint(window, window->SizeFull + nav_resize_delta); | ||||
|         } | ||||
|     } | ||||
|     } | ||||
|  | ||||
|     // Apply back modified position/size to window | ||||
|     if (size_target.x != FLT_MAX) | ||||
|   | ||||
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