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Nav: Debugging code. (#787)
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@ -2147,6 +2147,7 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
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return false;
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return false;
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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)
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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)
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g.NavScoringCount++;
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// 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)
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// 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)
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if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right)
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if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right)
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@ -2923,6 +2924,10 @@ static void ImGui::NavUpdate()
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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g.IO.WantMoveMouse = false;
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g.IO.WantMoveMouse = false;
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#if 0
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if (g.NavScoringCount > 0) printf("[%05d] NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
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#endif
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// Process navigation init request (select first/default focus)
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// Process navigation init request (select first/default focus)
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if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitResultExplicit))
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if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitResultExplicit))
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{
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{
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@ -3153,6 +3158,7 @@ static void ImGui::NavUpdate()
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g.NavScoringRectScreen.Max.x = g.NavScoringRectScreen.Min.x;
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g.NavScoringRectScreen.Max.x = g.NavScoringRectScreen.Min.x;
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IM_ASSERT(!g.NavScoringRectScreen.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous fabsf() calls in NavScoreItem().
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IM_ASSERT(!g.NavScoringRectScreen.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous fabsf() calls in NavScoreItem().
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//g.OverlayDrawList.AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG]
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//g.OverlayDrawList.AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG]
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g.NavScoringCount = 0;
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#if IMGUI_DEBUG_NAV_RECTS
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#if IMGUI_DEBUG_NAV_RECTS
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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]
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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]
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if (g.NavWindow) { ImU32 col = (g.NavWindow->HiddenFrames <= 0) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredMousePos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); g.OverlayDrawList.AddCircleFilled(p, 3.0f, col); g.OverlayDrawList.AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
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if (g.NavWindow) { ImU32 col = (g.NavWindow->HiddenFrames <= 0) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredMousePos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); g.OverlayDrawList.AddCircleFilled(p, 3.0f, col); g.OverlayDrawList.AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
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@ -615,6 +615,7 @@ struct ImGuiContext
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ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame
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ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame
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ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest)
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ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest)
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ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
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ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
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int NavScoringCount; // Metrics for debugging
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ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed front-most.
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ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed front-most.
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float NavWindowingHighlightTimer;
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float NavWindowingHighlightTimer;
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float NavWindowingHighlightAlpha;
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float NavWindowingHighlightAlpha;
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@ -732,6 +733,7 @@ struct ImGuiContext
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NavId = NavActivateId = NavActivateDownId = NavInputId = 0;
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NavId = NavActivateId = NavActivateDownId = NavInputId = 0;
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NavJustTabbedId = NavJustMovedToId = NavNextActivateId = 0;
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NavJustTabbedId = NavJustMovedToId = NavNextActivateId = 0;
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NavScoringRectScreen = ImRect();
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NavScoringRectScreen = ImRect();
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NavScoringCount = 0;
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NavWindowingTarget = NULL;
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NavWindowingTarget = NULL;
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NavWindowingHighlightTimer = NavWindowingHighlightAlpha = 0.0f;
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NavWindowingHighlightTimer = NavWindowingHighlightAlpha = 0.0f;
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NavWindowingToggleLayer = false;
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NavWindowingToggleLayer = false;
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