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Internals: Nav: Extracted code into a NavClampToVisibleAreaForMoveDir() + fix debug code + inline some functions, removed obsolete EndChild() comment.
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parent
39f4761ff7
commit
f83f566530
38
imgui.cpp
38
imgui.cpp
@ -2169,14 +2169,14 @@ void ImGui::ItemSize(const ImRect& bb, float text_offset_y)
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ItemSize(bb.GetSize(), text_offset_y);
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}
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static ImGuiDir NavScoreItemGetQuadrant(float dx, float dy)
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static ImGuiDir inline NavScoreItemGetQuadrant(float dx, float dy)
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{
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if (fabsf(dx) > fabsf(dy))
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return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left;
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return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up;
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}
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static float NavScoreItemDistInterval(float a0, float a1, float b0, float b1)
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static float inline NavScoreItemDistInterval(float a0, float a1, float b0, float b1)
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{
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if (a1 < b0)
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return a1 - b0;
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@ -2185,6 +2185,20 @@ static float NavScoreItemDistInterval(float a0, float a1, float b0, float b1)
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return 0.0f;
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}
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static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect& r, const ImRect& clip_rect)
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{
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if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)
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{
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r.Min.y = ImClamp(r.Min.y, clip_rect.Min.y, clip_rect.Max.y);
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r.Max.y = ImClamp(r.Max.y, clip_rect.Min.y, clip_rect.Max.y);
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}
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else
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{
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r.Min.x = ImClamp(r.Min.x, clip_rect.Min.x, clip_rect.Max.x);
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r.Max.x = ImClamp(r.Max.x, clip_rect.Min.x, clip_rect.Max.x);
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}
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}
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// Scoring function for directional navigation. Based on https://gist.github.com/rygorous/6981057
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static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
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{
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@ -2196,17 +2210,9 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
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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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if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right)
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{
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cand.Min.y = ImClamp(cand.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y);
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cand.Max.y = ImClamp(cand.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y);
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}
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else
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{
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cand.Min.x = ImClamp(cand.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
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cand.Max.x = ImClamp(cand.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
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}
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// We perform scoring on items bounding box clipped by the current clipping rectangle on the other axis (clipping on our movement axis would give us equal scores for all clipped items)
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// For example, this ensure that items in one column are not reached when moving vertically from items in another column.
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NavClampRectToVisibleAreaForMoveDir(g.NavMoveDir, cand, window->ClipRect);
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// Compute distance between boxes
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// FIXME-NAV: Introducing biases for vertical navigation, needs to be removed.
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@ -2389,6 +2395,7 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
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}
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// Scoring for navigation
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// FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRectScreen + scoring from a rect wrapped according to current wrapping policy)
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if (g.NavId != id && !(item_flags & ImGuiItemFlags_NoNav))
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{
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ImGuiNavMoveResult* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
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@ -3266,7 +3273,7 @@ static void ImGui::NavUpdate()
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g.NavScoringCount = 0;
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#if IMGUI_DEBUG_NAV_RECTS
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if (g.NavWindow) { for (int layer = 0; layer < 2; layer++) GetOverlayDrawList()->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 = NavCalcPreferredRefPos(); 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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#endif
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}
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@ -5190,8 +5197,7 @@ void ImGui::EndChild()
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}
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else
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{
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// When using auto-filling child window, we don't provide full width/height to ItemSize so that it doesn't feed back into automatic size-fitting.
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ImVec2 sz = GetWindowSize();
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ImVec2 sz = window->Size;
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if (window->AutoFitChildAxises & (1 << ImGuiAxis_X)) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f
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sz.x = ImMax(4.0f, sz.x);
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if (window->AutoFitChildAxises & (1 << ImGuiAxis_Y))
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2
imgui.h
2
imgui.h
@ -95,8 +95,8 @@ typedef int ImGuiBackendFlags; // flags: for io.BackendFlags
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typedef int ImGuiColorEditFlags; // flags: for ColorEdit*(), ColorPicker*() // enum ImGuiColorEditFlags_
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typedef int ImGuiColumnsFlags; // flags: for *Columns*() // enum ImGuiColumnsFlags_
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typedef int ImGuiConfigFlags; // flags: for io.ConfigFlags // enum ImGuiConfigFlags_
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typedef int ImGuiDragDropFlags; // flags: for *DragDrop*() // enum ImGuiDragDropFlags_
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typedef int ImGuiComboFlags; // flags: for BeginCombo() // enum ImGuiComboFlags_
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typedef int ImGuiDragDropFlags; // flags: for *DragDrop*() // enum ImGuiDragDropFlags_
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typedef int ImGuiFocusedFlags; // flags: for IsWindowFocused() // enum ImGuiFocusedFlags_
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typedef int ImGuiHoveredFlags; // flags: for IsItemHovered() etc. // enum ImGuiHoveredFlags_
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typedef int ImGuiInputTextFlags; // flags: for InputText*() // enum ImGuiInputTextFlags_
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@ -899,7 +899,7 @@ struct IMGUI_API ImGuiWindow
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ImVec2 SizeFullAtLastBegin; // Copy of SizeFull at the end of Begin. This is the reference value we'll use on the next frame to decide if we need scrollbars.
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ImVec2 SizeContents; // Size of contents (== extents reach of the drawing cursor) from previous frame. Include decoration, window title, border, menu, etc.
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ImVec2 SizeContentsExplicit; // Size of contents explicitly set by the user via SetNextWindowContentSize()
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ImRect ContentsRegionRect; // Maximum visible content position in window coordinates. ~~ (SizeContentsExplicit ? SizeContentsExplicit : Size - ScrollbarSizes) - CursorStartPos, per axis
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ImRect ContentsRegionRect; // Maximum visible content position _in window coordinates_. ~~ (SizeContentsExplicit ? SizeContentsExplicit : Size - ScrollbarSizes) - CursorStartPos, per axis
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ImVec2 WindowPadding; // Window padding at the time of begin.
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float WindowRounding; // Window rounding at the time of begin.
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float WindowBorderSize; // Window border size at the time of begin.
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