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Nav: Added keyboard moving and resizing via the CTRL-TAB windowing mode. (#787)
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48
imgui.cpp
48
imgui.cpp
@ -27,7 +27,7 @@
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- ISSUES & TODO LIST
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- FREQUENTLY ASKED QUESTIONS (FAQ), TIPS
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- How can I help?
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- How can I dipslay an image? What is ImTextureID, how does it works?
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- How can I display an image? What is ImTextureID, how does it works?
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- 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.
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- How can I tell when Dear ImGui wants my mouse/keyboard inputs VS when I can pass them to my application?
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- How can I load a different font than the default?
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@ -2748,19 +2748,6 @@ static void ImGui::NavUpdateWindowing()
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g.NavWindowingHighlightAlpha = 1.0f;
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}
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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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const ImVec2 move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadRStick, 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 move_speed = ImFloor(600 * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y));
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g.NavWindowingTarget->PosFloat += 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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// 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_PadMenu))
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{
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@ -2788,6 +2775,24 @@ static void ImGui::NavUpdateWindowing()
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if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && IsNavInputPressed(ImGuiNavInput_KeyMenu, ImGuiInputReadMode_Released))
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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.NavWindowingIsKeyboardMode && !g.IO.KeyShift)
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move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Key, ImGuiInputReadMode_Down);
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if (!g.NavWindowingIsKeyboardMode)
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move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadRStick, 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));
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g.NavWindowingTarget->PosFloat += 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->RootNonPopupWindow))
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{
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@ -5351,21 +5356,22 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
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// Navigation/gamepad resize
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if (g.NavWindowingTarget == window)
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{
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ImVec2 nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down);
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ImVec2 nav_resize_delta;
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if (g.NavWindowingIsKeyboardMode && g.IO.KeyShift)
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nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Key, ImGuiInputReadMode_Down);
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if (!g.NavWindowingIsKeyboardMode)
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nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down);
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if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f)
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{
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const float GAMEPAD_RESIZE_SPEED = 600.0f;
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nav_resize_delta *= ImFloor(GAMEPAD_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y));
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const float NAV_RESIZE_SPEED = 600.0f;
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nav_resize_delta *= ImFloor(NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y));
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g.NavWindowingToggleLayer = false;
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g.NavDisableMouseHover = true;
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resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);
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if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f)
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{
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// FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.
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g.NavWindowingToggleLayer = false;
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size_target = CalcSizeAfterConstraint(window, window->SizeFull + nav_resize_delta);
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}
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}
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}
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// Apply back modified position/size to window
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if (size_target.x != FLT_MAX)
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