diff --git a/imgui.cpp b/imgui.cpp index 01f279af..03c411d5 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -645,7 +645,8 @@ #include // intptr_t #endif -#define IMGUI_DEBUG_NAV 0 +#define IMGUI_DEBUG_NAV_SCORING 0 +#define IMGUI_DEBUG_NAV_RECTS 0 #ifdef _MSC_VER #pragma warning (disable: 4127) // condition expression is constant @@ -2197,7 +2198,7 @@ static bool NavScoreItem(ImRect cand) quadrant = (window->DC.LastItemId < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right; } -#if IMGUI_DEBUG_NAV +#if IMGUI_DEBUG_NAV_SCORING if (ImGui::IsMouseHoveringRect(cand.Min, cand.Max)) { char buf[128]; @@ -2257,7 +2258,7 @@ static bool NavScoreItem(ImRect cand) static inline void NavUpdateAnyRequestFlag() { ImGuiContext& g = *GImGui; - g.NavAnyRequest = g.NavMoveRequest || g.NavInitRequest || IMGUI_DEBUG_NAV; + g.NavAnyRequest = g.NavMoveRequest || g.NavInitRequest || IMGUI_DEBUG_NAV_SCORING; } static void NavMoveRequestCancel() @@ -2294,7 +2295,7 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con // Scoring for navigation if (g.NavId != id && !(item_flags & ImGuiItemFlags_NoNav)) { -#if IMGUI_DEBUG_NAV +#if IMGUI_DEBUG_NAV_SCORING // [DEBUG] Score all items in NavWindow at all times if (!g.NavMoveRequest) g.NavMoveDir = g.NavMoveDirLast; @@ -2666,12 +2667,15 @@ static float GetNavInputAmount(ImGuiNavInput n, ImGuiNavReadMode mode) { ImGuiContext& g = *GImGui; if (mode == ImGuiNavReadMode_Down) - return g.IO.NavInputs[n]; // Instant, read analog input (0.0f..1.0f, as provided by user) - const float t = g.IO.NavInputsDownDuration[n]; // Duration pressed - if (mode == ImGuiNavReadMode_Pressed) // Return 1.0f when just pressed, no repeat, ignore analog input (we don't need it for Pressed logic) + return g.IO.NavInputs[n]; // Instant, read analog input (0.0f..1.0f, as provided by user) + + const float t = g.IO.NavInputsDownDuration[n]; + if (t < 0.0f && mode == ImGuiNavReadMode_Released) // Return 1.0f when just released, no repeat, ignore analog input. + return (g.IO.NavInputsDownDurationPrev[n] >= 0.0f ? 1.0f : 0.0f); + if (t < 0.0f) + return 0.0f; + if (mode == ImGuiNavReadMode_Pressed) // Return 1.0f when just pressed, no repeat, ignore analog input. return (t == 0.0f) ? 1.0f : 0.0f; - if (mode == ImGuiNavReadMode_Released) // Return 1.0f when just release, no repeat, ignore analog input (we don't need it for Pressed logic) - return (t < 0.0f && g.IO.NavInputsDownDurationPrev[n] >= 0.0f) ? 1.0f : 0.0f; if (mode == ImGuiNavReadMode_Repeat) return (float)ImGui::CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.80f); if (mode == ImGuiNavReadMode_RepeatSlow) @@ -2688,7 +2692,7 @@ static bool IsNavInputDown(ImGuiNavInput n) } // Equivalent of IsKeyPressed() for NavInputs[] -static bool IsNavInputPressed(ImGuiNavInput n, ImGuiNavReadMode mode)// = ImGuiNavReadMode_Re) +static bool IsNavInputPressed(ImGuiNavInput n, ImGuiNavReadMode mode) { return GetNavInputAmount(n, mode) > 0.0f; } @@ -2708,7 +2712,7 @@ static ImVec2 GetNavInputAmount2d(int stick_no, ImGuiNavReadMode mode, float slo return delta; } -// Window management mode (change focus, move/resize window, toggle menu layer) +// Window management mode (hold to: change focus/move/resize, tap to: toggle menu layer) static void ImGui::NavUpdateWindowing() { ImGuiContext& g = *GImGui; @@ -3057,7 +3061,9 @@ static void ImGui::NavUpdate() g.NavScoringRectScreen.Min.x = ImMin(g.NavScoringRectScreen.Min.x + 1.0f, g.NavScoringRectScreen.Max.x); g.NavScoringRectScreen.Max.x = g.NavScoringRectScreen.Min.x; //g.OverlayDrawList.AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG] - //if (g.NavWindow) for (int layer = 0; layer < 2; layer++) g.OverlayDrawList.AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); // [DEBUG] +#if IMGUI_DEBUG_NAV_RECTS + if (g.NavWindow) for (int layer = 0; layer < 2; layer++) g.OverlayDrawList.AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); // [DEBUG] +#endif } void ImGui::NewFrame() diff --git a/imgui.h b/imgui.h index 574a4f88..b17ee558 100644 --- a/imgui.h +++ b/imgui.h @@ -999,7 +999,7 @@ struct ImGuiIO bool WantCaptureKeyboard; // When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. This is set by ImGui when it wants to use your keyboard inputs. bool WantTextInput; // Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). bool WantMoveMouse; // MousePos has been altered, back-end should reposition mouse on next frame. Set only when 'NavMovesMouse=true'. - bool NavUsable; // Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events). + bool NavUsable; // Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) ~ a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. bool NavActive; // Directional navigation is active/visible and currently allowed (will handle ImGuiKey_NavXXX events). float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames int MetricsAllocs; // Number of active memory allocations