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https://github.com/Drezil/imgui.git
synced 2024-11-14 17:07:01 +00:00
Refactor: moved UpdateKeyRoutingTable() to INPUTS section. renamed GetKeyVector2d() -> GetKeyMagnitude2d()
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parent
38a0d7ceb5
commit
f9ab2a0e9f
100
imgui.cpp
100
imgui.cpp
@ -1017,11 +1017,14 @@ static void ErrorCheckEndFrameSanityChecks();
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static void UpdateDebugToolItemPicker();
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static void UpdateDebugToolStackQueries();
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// Misc
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static void UpdateSettings();
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// Inputs
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static void UpdateKeyboardInputs();
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static void UpdateMouseInputs();
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static void UpdateMouseWheel();
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static void UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt);
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// Misc
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static void UpdateSettings();
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static bool UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);
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static void RenderWindowOuterBorders(ImGuiWindow* window);
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static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);
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@ -4253,45 +4256,6 @@ static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value)
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key_data->AnalogValue = analog_value;
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}
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// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data.
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// Entries D,A,B,B,A,C,B --> A,A,B,B,B,C,D
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// Index A:1 B:2 C:5 D:0 --> A:0 B:2 C:5 D:6
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// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation.
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static void UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt)
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{
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ImGuiContext& g = *GImGui;
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rt->EntriesNext.resize(0);
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for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
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{
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const int new_routing_start_idx = rt->EntriesNext.Size;
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ImGuiKeyRoutingData* routing_entry;
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for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex)
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{
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routing_entry = &rt->Entries[old_routing_idx];
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routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry
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routing_entry->RoutingNext = ImGuiKeyOwner_None;
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routing_entry->RoutingNextScore = 255;
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if (routing_entry->RoutingCurr == ImGuiKeyOwner_None)
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continue;
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rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer
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// Apply routing to owner if there's no owner already (RoutingCurr == None at this point)
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if (routing_entry->Mods == g.IO.KeyMods)
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{
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ImGuiKeyOwnerData* owner_data = ImGui::GetKeyOwnerData(key);
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if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
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owner_data->OwnerCurr = routing_entry->RoutingCurr;
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}
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}
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// Rewrite linked-list
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rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1);
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for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++)
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rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1);
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}
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rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes
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}
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// [Internal] Do not use directly
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static ImGuiKeyChord GetMergedModsFromKeys()
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{
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@ -6069,9 +6033,9 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s
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{
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ImVec2 nav_resize_dir;
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if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift)
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nav_resize_dir = GetKeyVector2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
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nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
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if (g.NavInputSource == ImGuiInputSource_Gamepad)
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nav_resize_dir = GetKeyVector2d(ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown);
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nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown);
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if (nav_resize_dir.x != 0.0f || nav_resize_dir.y != 0.0f)
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{
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const float NAV_RESIZE_SPEED = 600.0f;
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@ -7928,8 +7892,9 @@ bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
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// - CalcTypematicRepeatAmount() [Internal]
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// - GetTypematicRepeatRate() [Internal]
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// - GetKeyPressedAmount() [Internal]
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// - GetKeyVector2d() [Internal]
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// - GetKeyMagnitude2d() [Internal]
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//-----------------------------------------------------------------------------
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// - UpdateKeyRoutingTable() [Internal]
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// - GetRoutingIdFromOwnerId() [Internal]
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// - GetShortcutRoutingData() [Internal]
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// - CalcRoutingScore() [Internal]
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@ -8108,13 +8073,52 @@ int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_ra
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}
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// Return 2D vector representing the combination of four cardinal direction, with analog value support (for e.g. ImGuiKey_GamepadLStick* values).
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ImVec2 ImGui::GetKeyVector2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down)
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ImVec2 ImGui::GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down)
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{
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return ImVec2(
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GetKeyData(key_right)->AnalogValue - GetKeyData(key_left)->AnalogValue,
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GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue);
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}
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// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data.
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// Entries D,A,B,B,A,C,B --> A,A,B,B,B,C,D
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// Index A:1 B:2 C:5 D:0 --> A:0 B:2 C:5 D:6
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// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation.
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static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt)
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{
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ImGuiContext& g = *GImGui;
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rt->EntriesNext.resize(0);
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for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
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{
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const int new_routing_start_idx = rt->EntriesNext.Size;
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ImGuiKeyRoutingData* routing_entry;
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for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex)
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{
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routing_entry = &rt->Entries[old_routing_idx];
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routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry
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routing_entry->RoutingNext = ImGuiKeyOwner_None;
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routing_entry->RoutingNextScore = 255;
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if (routing_entry->RoutingCurr == ImGuiKeyOwner_None)
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continue;
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rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer
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// Apply routing to owner if there's no owner already (RoutingCurr == None at this point)
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if (routing_entry->Mods == g.IO.KeyMods)
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{
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ImGuiKeyOwnerData* owner_data = ImGui::GetKeyOwnerData(key);
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if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
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owner_data->OwnerCurr = routing_entry->RoutingCurr;
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}
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}
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// Rewrite linked-list
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rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1);
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for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++)
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rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1);
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}
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rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes
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}
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// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope().
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static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id)
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{
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@ -11086,7 +11090,7 @@ static void ImGui::NavUpdate()
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// Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
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if (nav_gamepad_active)
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{
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const ImVec2 scroll_dir = GetKeyVector2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
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const ImVec2 scroll_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
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const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f;
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if (scroll_dir.x != 0.0f && window->ScrollbarX)
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SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor));
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@ -11712,9 +11716,9 @@ static void ImGui::NavUpdateWindowing()
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{
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ImVec2 nav_move_dir;
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if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift)
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nav_move_dir = GetKeyVector2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
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nav_move_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
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if (g.NavInputSource == ImGuiInputSource_Gamepad)
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nav_move_dir = GetKeyVector2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
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nav_move_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
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if (nav_move_dir.x != 0.0f || nav_move_dir.y != 0.0f)
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{
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const float NAV_MOVE_SPEED = 800.0f;
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@ -2893,7 +2893,7 @@ namespace ImGui
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IMGUI_API void GetKeyChordName(ImGuiKeyChord key_chord, char* out_buf, int out_buf_size);
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inline ImGuiKey MouseButtonToKey(ImGuiMouseButton button) { IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); return (ImGuiKey)(ImGuiKey_MouseLeft + button); }
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IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f);
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IMGUI_API ImVec2 GetKeyVector2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down);
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IMGUI_API ImVec2 GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down);
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IMGUI_API float GetNavTweakPressedAmount(ImGuiAxis axis);
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IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate);
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IMGUI_API void GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate);
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