mirror of
https://github.com/Drezil/imgui.git
synced 2024-12-20 06:46:36 +00:00
Merge branch 'master' into docking
# Conflicts: # imgui.cpp
This commit is contained in:
commit
fa9fc05ac6
@ -179,7 +179,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
|
||||
|
||||
// Apply scissor/clipping rectangle, Draw
|
||||
ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->GetTexID();
|
||||
al_set_clipping_rectangle(clip_min.x, clip_min.y, clip_max.x, clip_max.y);
|
||||
al_set_clipping_rectangle(clip_min.x, clip_min.y, clip_max.x - clip_min.x, clip_max.y - clip_min.y);
|
||||
al_draw_prim(&vertices[0], bd->VertexDecl, texture, idx_offset, idx_offset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
|
||||
}
|
||||
idx_offset += pcmd->ElemCount;
|
||||
|
@ -1,3 +1,22 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// About imgui_impl_opengl3_loader.h:
|
||||
//
|
||||
// We embed our own OpenGL loader to not require user to provide their own or to have to use ours,
|
||||
// which proved to be endless problems for users.
|
||||
// Our loader is custom-generated, based on gl3w but automatically filtered to only include
|
||||
// enums/functions that we use in our imgui_impl_opengl3.cpp source file in order to be small.
|
||||
//
|
||||
// YOU SHOULD NOT NEED TO INCLUDE/USE THIS DIRECTLY. THIS IS USED BY imgui_impl_opengl3.cpp ONLY.
|
||||
// THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE.
|
||||
//
|
||||
// Regenerate with:
|
||||
// python gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt
|
||||
//
|
||||
// More info:
|
||||
// https://github.com/dearimgui/gl3w_stripped
|
||||
// https://github.com/ocornut/imgui/issues/4445
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
/*
|
||||
* This file was generated with gl3w_gen.py, part of imgl3w
|
||||
* (hosted at https://github.com/dearimgui/gl3w_stripped)
|
||||
@ -26,14 +45,11 @@
|
||||
* OTHER DEALINGS IN THE SOFTWARE.
|
||||
*/
|
||||
|
||||
// We embed our own OpenGL loader to not require user to provide their own or to have to use ours, which proved to be endless problems for users.
|
||||
// Our loader is custom-generated, based on gl3w but automatically filtered to only include enums/functions that we use in this source file.
|
||||
// Regenerate with: python gl3w_gen.py --imgui-dir /path/to/imgui/
|
||||
// see https://github.com/dearimgui/gl3w_stripped for more info.
|
||||
#ifndef __gl3w_h_
|
||||
#define __gl3w_h_
|
||||
|
||||
// Adapted from KHR/khrplatform.h to avoid including entire file.
|
||||
#ifndef __khrplatform_h_
|
||||
typedef float khronos_float_t;
|
||||
typedef signed char khronos_int8_t;
|
||||
typedef unsigned char khronos_uint8_t;
|
||||
@ -58,6 +74,7 @@ typedef uint64_t khronos_uint64_t;
|
||||
typedef signed long long khronos_int64_t;
|
||||
typedef unsigned long long khronos_uint64_t;
|
||||
#endif
|
||||
#endif // __khrplatform_h_
|
||||
|
||||
#ifndef __gl_glcorearb_h_
|
||||
#define __gl_glcorearb_h_ 1
|
||||
@ -162,6 +179,7 @@ typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap);
|
||||
typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap);
|
||||
typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param);
|
||||
typedef void (APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
|
||||
typedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void);
|
||||
typedef void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *data);
|
||||
typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGPROC) (GLenum name);
|
||||
typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC) (GLenum cap);
|
||||
@ -177,6 +195,7 @@ GLAPI void APIENTRY glDisable (GLenum cap);
|
||||
GLAPI void APIENTRY glEnable (GLenum cap);
|
||||
GLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param);
|
||||
GLAPI void APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
|
||||
GLAPI GLenum APIENTRY glGetError (void);
|
||||
GLAPI void APIENTRY glGetIntegerv (GLenum pname, GLint *data);
|
||||
GLAPI const GLubyte *APIENTRY glGetString (GLenum name);
|
||||
GLAPI GLboolean APIENTRY glIsEnabled (GLenum cap);
|
||||
@ -416,7 +435,7 @@ GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc);
|
||||
|
||||
/* gl3w internal state */
|
||||
union GL3WProcs {
|
||||
GL3WglProc ptr[52];
|
||||
GL3WglProc ptr[53];
|
||||
struct {
|
||||
PFNGLACTIVETEXTUREPROC ActiveTexture;
|
||||
PFNGLATTACHSHADERPROC AttachShader;
|
||||
@ -448,6 +467,7 @@ union GL3WProcs {
|
||||
PFNGLGENTEXTURESPROC GenTextures;
|
||||
PFNGLGENVERTEXARRAYSPROC GenVertexArrays;
|
||||
PFNGLGETATTRIBLOCATIONPROC GetAttribLocation;
|
||||
PFNGLGETERRORPROC GetError;
|
||||
PFNGLGETINTEGERVPROC GetIntegerv;
|
||||
PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog;
|
||||
PFNGLGETPROGRAMIVPROC GetProgramiv;
|
||||
@ -506,6 +526,7 @@ GL3W_API extern union GL3WProcs imgl3wProcs;
|
||||
#define glGenTextures imgl3wProcs.gl.GenTextures
|
||||
#define glGenVertexArrays imgl3wProcs.gl.GenVertexArrays
|
||||
#define glGetAttribLocation imgl3wProcs.gl.GetAttribLocation
|
||||
#define glGetError imgl3wProcs.gl.GetError
|
||||
#define glGetIntegerv imgl3wProcs.gl.GetIntegerv
|
||||
#define glGetProgramInfoLog imgl3wProcs.gl.GetProgramInfoLog
|
||||
#define glGetProgramiv imgl3wProcs.gl.GetProgramiv
|
||||
@ -691,6 +712,7 @@ static const char *proc_names[] = {
|
||||
"glGenTextures",
|
||||
"glGenVertexArrays",
|
||||
"glGetAttribLocation",
|
||||
"glGetError",
|
||||
"glGetIntegerv",
|
||||
"glGetProgramInfoLog",
|
||||
"glGetProgramiv",
|
||||
|
@ -42,18 +42,25 @@ Breaking Changes:
|
||||
|
||||
Other Changes:
|
||||
|
||||
- Windows: fixed background order of overlapping childs submitted sequentially. (#4493)
|
||||
- Windows: Fixed background order of overlapping childs submitted sequentially. (#4493)
|
||||
- InputTextMultiline: Fixed label size not being included into window contents rect unless
|
||||
the whole widget is clipped.
|
||||
- InputText: Allow cancelling/validating input with gamepad nav events to facilitate undoing
|
||||
an accidental press on NavInput (Triangle button on PS4/PS5) without a wired keyboard. (#2321)
|
||||
- TextUnformatted: Accept null ranges including (NULL,NULL) without asserting, in order to conform
|
||||
to common idioms (e.g. passing .data(), .data() + .size() from a null string). (#3615)
|
||||
- Nav: Fixed toggling menu layer with Alt or exiting menu layer with Esc not moving mouse when
|
||||
the NavEnableSetMousePos config flag is set.
|
||||
- Menus: adjust closing logic to accomodate for varying font size and dpi.
|
||||
- Drag and Drop: Fixed using BeginDragDropSource() inside a BeginChild() that returned false. (#4515)
|
||||
- PlotHistogram: Fixed zero-line position when manually specifying min<0 and max>0. (#4349) [@filippocrocchini]
|
||||
- IO: Added 'io.WantCaptureMouseUnlessPopupClose' alternative to `io.WantCaptureMouse'. (#4480)
|
||||
This allows apps to receive the click on void when that click is used to close popup (by default,
|
||||
clicking on a void when a popup is open will close the popup but not release io.WantCaptureMouse).
|
||||
- Fonts: imgui_freetype: Fixed crash when FT_Render_Glyph() fails to render a glyph and returns NULL
|
||||
(which apparently happens with Freetype 2.11). (#4394, #4145?).
|
||||
- Fonts: Fixed ImFontAtlas::ClearInputData() marking atlas as not built. (#4455, #3487)
|
||||
- Backends: OpenGL3: Fixed our new GL loader conflicting with user using GL3W. (#4445)
|
||||
- Backends: OpenGL3: Fixed our custom GL loader conflicting with user using GL3W. (#4445) [@rokups]
|
||||
- Backends: WebGPU: Fixed for latest specs. (#4472) [@Kangz]
|
||||
- Backends: Metal: Fixed a crash when clipping rect larger than framebuffer is submitted via
|
||||
a direct unclipped PushClipRect() call. (#4464)
|
||||
|
@ -362,9 +362,10 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- nav: patterns to make it possible for arrows key to update selection (see JustMovedTo in range_select branch)
|
||||
- nav: restore/find nearest NavId when current one disappear (e.g. pressed a button that disappear, or perhaps auto restoring when current button change name)
|
||||
- nav: SetItemDefaultFocus() level of priority, so widget like Selectable when inside a popup could claim a low-priority default focus on the first selected iem
|
||||
- nav: NavFlattened: init requests don't work properly on flattened siblings.
|
||||
- nav: NavFlattened: pageup/pagedown/home/end don't work properly on flattened siblings.
|
||||
- nav: NavFlattened: ESC on a flattened child should select something.
|
||||
- nav: NavFlattened: broken: in typical usage scenario, the items of a fully clipped child are currently not considered to enter into a NavFlattened child.
|
||||
- nav: NavFlattened: init request doesn't select items that are part of a NavFlattened child
|
||||
- nav: NavFlattened: cannot access menu-bar of a flattened child window with Alt/menu key (not a very common use case..).
|
||||
- nav: simulate right-click or context activation? (SHIFT+F10)
|
||||
- nav/tabbing: refactor old tabbing system and turn into navigation, should pass through all widgets (in submission order?).
|
||||
|
366
imgui.cpp
366
imgui.cpp
@ -923,15 +923,14 @@ namespace ImGui
|
||||
static void NavUpdate();
|
||||
static void NavUpdateWindowing();
|
||||
static void NavUpdateWindowingOverlay();
|
||||
static void NavUpdateInitResult();
|
||||
static void NavUpdateCancelRequest();
|
||||
static void NavUpdateCreateMoveRequest();
|
||||
static float NavUpdatePageUpPageDown();
|
||||
static inline void NavUpdateAnyRequestFlag();
|
||||
static void NavEndFrame();
|
||||
static bool NavScoreItem(ImGuiNavItemData* result, ImRect cand);
|
||||
static void NavApplyItemToResult(ImGuiNavItemData* result, ImGuiWindow* window, ImGuiID id, const ImRect& nav_bb_rel);
|
||||
static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, ImGuiID id);
|
||||
static bool NavScoreItem(ImGuiNavItemData* result);
|
||||
static void NavApplyItemToResult(ImGuiNavItemData* result);
|
||||
static void NavProcessItem();
|
||||
static ImVec2 NavCalcPreferredRefPos();
|
||||
static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);
|
||||
static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window);
|
||||
@ -2294,21 +2293,21 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items
|
||||
return;
|
||||
}
|
||||
|
||||
// We create the union of the ClipRect and the NavScoringRect which at worst should be 1 page away from ClipRect
|
||||
// We create the union of the ClipRect and the scoring rect which at worst should be 1 page away from ClipRect
|
||||
ImRect unclipped_rect = window->ClipRect;
|
||||
if (g.NavMoveRequest)
|
||||
if (g.NavMoveScoringItems)
|
||||
unclipped_rect.Add(g.NavScoringRect);
|
||||
if (g.NavJustMovedToId && window->NavLastIds[0] == g.NavJustMovedToId)
|
||||
unclipped_rect.Add(ImRect(window->Pos + window->NavRectRel[0].Min, window->Pos + window->NavRectRel[0].Max));
|
||||
unclipped_rect.Add(ImRect(window->Pos + window->NavRectRel[0].Min, window->Pos + window->NavRectRel[0].Max)); // Could store and use NavJustMovedToRectRel
|
||||
|
||||
const ImVec2 pos = window->DC.CursorPos;
|
||||
int start = (int)((unclipped_rect.Min.y - pos.y) / items_height);
|
||||
int end = (int)((unclipped_rect.Max.y - pos.y) / items_height);
|
||||
|
||||
// When performing a navigation request, ensure we have one item extra in the direction we are moving to
|
||||
if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Up)
|
||||
if (g.NavMoveScoringItems && g.NavMoveClipDir == ImGuiDir_Up)
|
||||
start--;
|
||||
if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Down)
|
||||
if (g.NavMoveScoringItems && g.NavMoveClipDir == ImGuiDir_Down)
|
||||
end++;
|
||||
|
||||
start = ImClamp(start, 0, items_count);
|
||||
@ -3154,7 +3153,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
|
||||
if (id)
|
||||
{
|
||||
g.ActiveIdIsAlive = id;
|
||||
g.ActiveIdSource = (g.NavActivateId == id || g.NavInputId == id || g.NavJustTabbedId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse;
|
||||
g.ActiveIdSource = (g.NavActivateId == id || g.NavActivateInputId == id || g.NavJustTabbedId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse;
|
||||
}
|
||||
|
||||
// Clear declaration of inputs claimed by the widget
|
||||
@ -3361,7 +3360,8 @@ void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemS
|
||||
|
||||
// Called by ItemAdd()
|
||||
// Process TAB/Shift+TAB. Be mindful that this function may _clear_ the ActiveID when tabbing out.
|
||||
void ImGui::ItemFocusable(ImGuiWindow* window, ImGuiID id)
|
||||
// [WIP] This will eventually be refactored and moved into NavProcessItem()
|
||||
void ImGui::ItemInputable(ImGuiWindow* window, ImGuiID id)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
IM_ASSERT(id != 0 && id == g.LastItemData.ID);
|
||||
@ -3395,7 +3395,7 @@ void ImGui::ItemFocusable(ImGuiWindow* window, ImGuiID id)
|
||||
}
|
||||
if (is_tab_stop && window->DC.FocusCounterTabStop == g.TabFocusRequestCurrCounterTabStop)
|
||||
{
|
||||
g.NavJustTabbedId = id;
|
||||
g.NavJustTabbedId = id; // FIXME-NAV: aim to eventually set in NavUpdate() once we finish the refactor
|
||||
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_FocusedByTabbing;
|
||||
return;
|
||||
}
|
||||
@ -3821,13 +3821,15 @@ static void ImGui::UpdateMouseInputs()
|
||||
|
||||
// Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)
|
||||
if (IsMousePosValid(&g.IO.MousePos))
|
||||
g.IO.MousePos = g.LastValidMousePos = ImFloor(g.IO.MousePos);
|
||||
g.IO.MousePos = g.MouseLastValidPos = ImFloor(g.IO.MousePos);
|
||||
|
||||
// If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
|
||||
if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MousePosPrev))
|
||||
g.IO.MouseDelta = g.IO.MousePos - g.IO.MousePosPrev;
|
||||
else
|
||||
g.IO.MouseDelta = ImVec2(0.0f, 0.0f);
|
||||
|
||||
// If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true.
|
||||
if (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f)
|
||||
g.NavDisableMouseHover = false;
|
||||
|
||||
@ -7066,7 +7068,7 @@ void ImGui::FocusWindow(ImGuiWindow* window)
|
||||
g.NavFocusScopeId = 0;
|
||||
g.NavIdIsAlive = false;
|
||||
g.NavLayer = ImGuiNavLayer_Main;
|
||||
g.NavInitRequest = g.NavMoveRequest = false;
|
||||
g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
|
||||
NavUpdateAnyRequestFlag();
|
||||
//IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL);
|
||||
}
|
||||
@ -7656,6 +7658,7 @@ void ImGui::ActivateItem(ImGuiID id)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
g.NavNextActivateId = id;
|
||||
g.NavNextActivateFlags = ImGuiActivateFlags_None;
|
||||
}
|
||||
|
||||
void ImGui::PushFocusScope(ImGuiID id)
|
||||
@ -8124,15 +8127,17 @@ void ImGui::ItemSize(const ImRect& bb, float text_baseline_y)
|
||||
// Declare item bounding box for clipping and interaction.
|
||||
// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
|
||||
// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction.
|
||||
bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemAddFlags flags)
|
||||
bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
|
||||
// Set item data
|
||||
// (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set)
|
||||
g.LastItemData.ID = id;
|
||||
g.LastItemData.Rect = bb;
|
||||
g.LastItemData.InFlags = g.CurrentItemFlags;
|
||||
g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb;
|
||||
g.LastItemData.InFlags = g.CurrentItemFlags | extra_flags;
|
||||
g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None;
|
||||
|
||||
// Directional navigation processing
|
||||
@ -8151,7 +8156,7 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu
|
||||
if (g.NavId == id || g.NavAnyRequest)
|
||||
if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
|
||||
if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
|
||||
NavProcessItem(window, nav_bb_arg ? *nav_bb_arg : bb, id);
|
||||
NavProcessItem();
|
||||
|
||||
// [DEBUG] Item Picker tool, when enabling the "extended" version we perform the check in ItemAdd()
|
||||
#ifdef IMGUI_DEBUG_TOOL_ITEM_PICKER_EX
|
||||
@ -8175,10 +8180,10 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu
|
||||
return false;
|
||||
//if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]
|
||||
|
||||
// Tab stop handling (previously was using internal ItemFocusable() api)
|
||||
// FIXME-NAV: We would now want to move this above the clipping test, but this would require being able to scroll and currently this would mean an extra frame. (#4079, #343)
|
||||
if (flags & ImGuiItemAddFlags_Focusable)
|
||||
ItemFocusable(window, id);
|
||||
// [WIP] Tab stop handling (previously was using internal FocusableItemRegister() api)
|
||||
// FIXME-NAV: We would now want to move this before the clipping test, but this would require being able to scroll and currently this would mean an extra frame. (#4079, #343)
|
||||
if (extra_flags & ImGuiItemFlags_Inputable)
|
||||
ItemInputable(window, id);
|
||||
|
||||
// We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
|
||||
if (IsMouseHoveringRect(bb.Min, bb.Max))
|
||||
@ -8444,6 +8449,7 @@ ImVec2 ImGui::GetWindowContentRegionMax()
|
||||
|
||||
// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
|
||||
// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated.
|
||||
// FIXME-OPT: Could we safely early out on ->SkipItems?
|
||||
void ImGui::BeginGroup()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
@ -9324,6 +9330,7 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// FIXME-NAV: The existence of SetNavID vs SetFocusID properly needs to be clarified/reworked.
|
||||
// In our terminology those should be interchangeable. Those two functions are merely a legacy artifact, so at minimum naming should be clarified.
|
||||
void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
@ -9354,7 +9361,7 @@ void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
|
||||
g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;
|
||||
window->NavLastIds[nav_layer] = id;
|
||||
if (g.LastItemData.ID == id)
|
||||
window->NavRectRel[nav_layer] = ImRect(g.LastItemData.Rect.Min - window->Pos, g.LastItemData.Rect.Max - window->Pos);
|
||||
window->NavRectRel[nav_layer] = ImRect(g.LastItemData.NavRect.Min - window->Pos, g.LastItemData.NavRect.Max - window->Pos);
|
||||
|
||||
if (g.ActiveIdSource == ImGuiInputSource_Nav)
|
||||
g.NavDisableMouseHover = true;
|
||||
@ -9385,7 +9392,7 @@ static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect
|
||||
r.Min.y = ImClamp(r.Min.y, clip_rect.Min.y, clip_rect.Max.y);
|
||||
r.Max.y = ImClamp(r.Max.y, clip_rect.Min.y, clip_rect.Max.y);
|
||||
}
|
||||
else
|
||||
else // FIXME: PageUp/PageDown are leaving move_dir == None
|
||||
{
|
||||
r.Min.x = ImClamp(r.Min.x, clip_rect.Min.x, clip_rect.Max.x);
|
||||
r.Max.x = ImClamp(r.Max.x, clip_rect.Min.x, clip_rect.Max.x);
|
||||
@ -9393,15 +9400,17 @@ static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect
|
||||
}
|
||||
|
||||
// Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057
|
||||
static bool ImGui::NavScoreItem(ImGuiNavItemData* result, ImRect cand)
|
||||
static bool ImGui::NavScoreItem(ImGuiNavItemData* result)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
if (g.NavLayer != window->DC.NavLayerCurrent)
|
||||
return false;
|
||||
|
||||
const ImRect& curr = g.NavScoringRect; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)
|
||||
g.NavScoringCount++;
|
||||
// FIXME: Those are not good variables names
|
||||
ImRect cand = g.LastItemData.NavRect; // Current item nav rectangle
|
||||
const ImRect curr = g.NavScoringRect; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)
|
||||
g.NavScoringDebugCount++;
|
||||
|
||||
// When entering through a NavFlattened border, we consider child window items as fully clipped for scoring
|
||||
if (window->ParentWindow == g.NavWindow)
|
||||
@ -9463,24 +9472,24 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result, ImRect cand)
|
||||
draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100));
|
||||
draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200));
|
||||
draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40,0,0,150));
|
||||
draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Max, ~0U, buf);
|
||||
draw_list->AddText(cand.Max, ~0U, buf);
|
||||
}
|
||||
else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate.
|
||||
{
|
||||
if (IsKeyPressedMap(ImGuiKey_C)) { g.NavMoveDirLast = (ImGuiDir)((g.NavMoveDirLast + 1) & 3); g.IO.KeysDownDuration[g.IO.KeyMap[ImGuiKey_C]] = 0.01f; }
|
||||
if (quadrant == g.NavMoveDir)
|
||||
{
|
||||
ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center);
|
||||
ImDrawList* draw_list = GetForegroundDrawList(window);
|
||||
draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200));
|
||||
draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Min, IM_COL32(255, 255, 255, 255), buf);
|
||||
draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
// Is it in the quadrant we're interesting in moving to?
|
||||
bool new_best = false;
|
||||
if (quadrant == g.NavMoveDir)
|
||||
const ImGuiDir move_dir = g.NavMoveDir;
|
||||
if (quadrant == move_dir)
|
||||
{
|
||||
// Does it beat the current best candidate?
|
||||
if (dist_box < result->DistBox)
|
||||
@ -9502,7 +9511,7 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result, ImRect cand)
|
||||
// Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items
|
||||
// (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index),
|
||||
// this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis.
|
||||
if (((g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance
|
||||
if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance
|
||||
new_best = true;
|
||||
}
|
||||
}
|
||||
@ -9515,7 +9524,7 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result, ImRect cand)
|
||||
// Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option?
|
||||
if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial) // Check axial match
|
||||
if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
|
||||
if ((g.NavMoveDir == ImGuiDir_Left && dax < 0.0f) || (g.NavMoveDir == ImGuiDir_Right && dax > 0.0f) || (g.NavMoveDir == ImGuiDir_Up && day < 0.0f) || (g.NavMoveDir == ImGuiDir_Down && day > 0.0f))
|
||||
if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f))
|
||||
{
|
||||
result->DistAxial = dist_axial;
|
||||
new_best = true;
|
||||
@ -9524,23 +9533,25 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result, ImRect cand)
|
||||
return new_best;
|
||||
}
|
||||
|
||||
static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result, ImGuiWindow* window, ImGuiID id, const ImRect& nav_bb_rel)
|
||||
static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
result->Window = window;
|
||||
result->ID = id;
|
||||
result->ID = g.LastItemData.ID;
|
||||
result->FocusScopeId = window->DC.NavFocusScopeIdCurrent;
|
||||
result->RectRel = nav_bb_rel;
|
||||
result->RectRel = ImRect(g.LastItemData.NavRect.Min - window->Pos, g.LastItemData.NavRect.Max - window->Pos);
|
||||
}
|
||||
|
||||
// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above)
|
||||
static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id)
|
||||
// This is called after LastItemData is set.
|
||||
static void ImGui::NavProcessItem()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
//if (!g.IO.NavActive) // [2017/10/06] Removed this possibly redundant test but I am not sure of all the side-effects yet. Some of the feature here will need to work regardless of using a _NoNavInputs flag.
|
||||
// return;
|
||||
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
const ImGuiID id = g.LastItemData.ID;
|
||||
const ImRect nav_bb = g.LastItemData.NavRect;
|
||||
const ImGuiItemFlags item_flags = g.LastItemData.InFlags;
|
||||
const ImRect nav_bb_rel(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos);
|
||||
|
||||
// Process Init Request
|
||||
if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent)
|
||||
@ -9550,7 +9561,7 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
|
||||
if (candidate_for_nav_default_focus || g.NavInitResultId == 0)
|
||||
{
|
||||
g.NavInitResultId = id;
|
||||
g.NavInitResultRectRel = nav_bb_rel;
|
||||
g.NavInitResultRectRel = ImRect(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos);
|
||||
}
|
||||
if (candidate_for_nav_default_focus)
|
||||
{
|
||||
@ -9560,27 +9571,22 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
|
||||
}
|
||||
|
||||
// Process Move Request (scoring for navigation)
|
||||
// FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRectScreen + scoring from a rect wrapped according to current wrapping policy)
|
||||
if ((g.NavId != id || (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav)))
|
||||
// FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy)
|
||||
if (g.NavMoveScoringItems)
|
||||
{
|
||||
ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
|
||||
#if IMGUI_DEBUG_NAV_SCORING
|
||||
// [DEBUG] Score all items in NavWindow at all times
|
||||
if (!g.NavMoveRequest)
|
||||
g.NavMoveDir = g.NavMoveDirLast;
|
||||
bool new_best = NavScoreItem(result, nav_bb) && g.NavMoveRequest;
|
||||
#else
|
||||
bool new_best = g.NavMoveRequest && NavScoreItem(result, nav_bb);
|
||||
#endif
|
||||
if (new_best)
|
||||
NavApplyItemToResult(result, window, id, nav_bb_rel);
|
||||
if ((g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav)))
|
||||
{
|
||||
ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
|
||||
if (NavScoreItem(result))
|
||||
NavApplyItemToResult(result);
|
||||
|
||||
// Features like PageUp/PageDown need to maintain a separate score for the visible set of items.
|
||||
const float VISIBLE_RATIO = 0.70f;
|
||||
if ((g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))
|
||||
if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)
|
||||
if (NavScoreItem(&g.NavMoveResultLocalVisibleSet, nav_bb))
|
||||
NavApplyItemToResult(&g.NavMoveResultLocalVisibleSet, window, id, nav_bb_rel);
|
||||
// Features like PageUp/PageDown need to maintain a separate score for the visible set of items.
|
||||
const float VISIBLE_RATIO = 0.70f;
|
||||
if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))
|
||||
if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)
|
||||
if (NavScoreItem(&g.NavMoveResultLocalVisible))
|
||||
NavApplyItemToResult(&g.NavMoveResultLocalVisible);
|
||||
}
|
||||
}
|
||||
|
||||
// Update window-relative bounding box of navigated item
|
||||
@ -9590,20 +9596,38 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
|
||||
g.NavLayer = window->DC.NavLayerCurrent;
|
||||
g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;
|
||||
g.NavIdIsAlive = true;
|
||||
window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel; // Store item bounding box (relative to window position)
|
||||
window->NavRectRel[window->DC.NavLayerCurrent] = ImRect(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos); // Store item bounding box (relative to window position)
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui::NavMoveRequestButNoResultYet()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
return g.NavMoveRequest && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;
|
||||
return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;
|
||||
}
|
||||
|
||||
// FIXME: ScoringRect is not set
|
||||
void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
IM_ASSERT(g.NavWindow != NULL);
|
||||
g.NavMoveSubmitted = g.NavMoveScoringItems = true;
|
||||
g.NavMoveDir = move_dir;
|
||||
g.NavMoveDirForDebug = move_dir;
|
||||
g.NavMoveClipDir = clip_dir;
|
||||
g.NavMoveFlags = move_flags;
|
||||
g.NavMoveForwardToNextFrame = false;
|
||||
g.NavMoveKeyMods = g.IO.KeyMods;
|
||||
g.NavMoveResultLocal.Clear();
|
||||
g.NavMoveResultLocalVisible.Clear();
|
||||
g.NavMoveResultOther.Clear();
|
||||
NavUpdateAnyRequestFlag();
|
||||
}
|
||||
|
||||
void ImGui::NavMoveRequestCancel()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
g.NavMoveRequest = false;
|
||||
g.NavMoveSubmitted = g.NavMoveScoringItems = false;
|
||||
NavUpdateAnyRequestFlag();
|
||||
}
|
||||
|
||||
@ -9611,12 +9635,12 @@ void ImGui::NavMoveRequestCancel()
|
||||
void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
IM_ASSERT(g.NavMoveRequestForwardToNextFrame == false);
|
||||
IM_ASSERT(g.NavMoveForwardToNextFrame == false);
|
||||
NavMoveRequestCancel();
|
||||
g.NavMoveRequestForwardToNextFrame = true;
|
||||
g.NavMoveForwardToNextFrame = true;
|
||||
g.NavMoveDir = move_dir;
|
||||
g.NavMoveClipDir = clip_dir;
|
||||
g.NavMoveRequestFlags = move_flags | ImGuiNavMoveFlags_Forwarded;
|
||||
g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded;
|
||||
}
|
||||
|
||||
// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire
|
||||
@ -9625,8 +9649,9 @@ void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wra
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
IM_ASSERT(wrap_flags != 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY
|
||||
if (g.NavWindow == window && g.NavMoveRequest && g.NavLayer == ImGuiNavLayer_Main)
|
||||
g.NavMoveRequestFlags |= wrap_flags;
|
||||
// In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it, NavEndFrame() will do the same test
|
||||
if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main)
|
||||
g.NavMoveFlags |= wrap_flags;
|
||||
}
|
||||
|
||||
// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0).
|
||||
@ -9661,20 +9686,20 @@ void ImGui::NavRestoreLayer(ImGuiNavLayer layer)
|
||||
if (window->NavLastIds[layer] != 0)
|
||||
{
|
||||
SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
|
||||
g.NavDisableHighlight = false;
|
||||
g.NavDisableMouseHover = g.NavMousePosDirty = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
g.NavLayer = layer;
|
||||
NavInitWindow(window, true);
|
||||
}
|
||||
g.NavDisableHighlight = false;
|
||||
g.NavDisableMouseHover = g.NavMousePosDirty = true;
|
||||
}
|
||||
|
||||
static inline void ImGui::NavUpdateAnyRequestFlag()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
g.NavAnyRequest = g.NavMoveRequest || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL);
|
||||
g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL);
|
||||
if (g.NavAnyRequest)
|
||||
IM_ASSERT(g.NavWindow != NULL);
|
||||
}
|
||||
@ -9720,7 +9745,7 @@ static ImVec2 ImGui::NavCalcPreferredRefPos()
|
||||
// Mouse (we need a fallback in case the mouse becomes invalid after being used)
|
||||
if (IsMousePosValid(&g.IO.MousePos))
|
||||
return g.IO.MousePos;
|
||||
return g.LastValidMousePos;
|
||||
return g.MouseLastValidPos;
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -9776,9 +9801,7 @@ static void ImGui::NavUpdate()
|
||||
ImGuiIO& io = g.IO;
|
||||
|
||||
io.WantSetMousePos = false;
|
||||
#if 0
|
||||
if (g.NavScoringCount > 0) IMGUI_DEBUG_LOG("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);
|
||||
#endif
|
||||
//if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG("NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
|
||||
|
||||
// Set input source as Gamepad when buttons are pressed (as some features differs when used with Gamepad vs Keyboard)
|
||||
// (do it before we map Keyboard input!)
|
||||
@ -9814,16 +9837,16 @@ static void ImGui::NavUpdate()
|
||||
|
||||
// Process navigation init request (select first/default focus)
|
||||
if (g.NavInitResultId != 0)
|
||||
NavUpdateInitResult();
|
||||
NavInitRequestApplyResult();
|
||||
g.NavInitRequest = false;
|
||||
g.NavInitRequestFromMove = false;
|
||||
g.NavInitResultId = 0;
|
||||
g.NavJustMovedToId = 0;
|
||||
|
||||
// Process navigation move request
|
||||
if (g.NavMoveRequest)
|
||||
if (g.NavMoveSubmitted)
|
||||
NavMoveRequestApplyResult();
|
||||
g.NavMoveRequest = false;
|
||||
g.NavMoveSubmitted = g.NavMoveScoringItems = false;
|
||||
|
||||
// Apply application mouse position movement, after we had a chance to process move request result.
|
||||
if (g.NavMousePosDirty && g.NavIdIsAlive)
|
||||
@ -9834,6 +9857,7 @@ static void ImGui::NavUpdate()
|
||||
{
|
||||
io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos();
|
||||
io.WantSetMousePos = true;
|
||||
//IMGUI_DEBUG_LOG("SetMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y);
|
||||
}
|
||||
g.NavMousePosDirty = false;
|
||||
}
|
||||
@ -9858,19 +9882,28 @@ static void ImGui::NavUpdate()
|
||||
NavUpdateCancelRequest();
|
||||
|
||||
// Process manual activation request
|
||||
g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = 0;
|
||||
g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavActivateInputId = 0;
|
||||
g.NavActivateFlags = ImGuiActivateFlags_None;
|
||||
if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
|
||||
{
|
||||
bool activate_down = IsNavInputDown(ImGuiNavInput_Activate);
|
||||
bool input_down = IsNavInputDown(ImGuiNavInput_Input);
|
||||
bool activate_pressed = activate_down && IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed);
|
||||
bool input_pressed = input_down && IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed);
|
||||
if (g.ActiveId == 0 && activate_pressed)
|
||||
{
|
||||
g.NavActivateId = g.NavId;
|
||||
g.NavActivateFlags = ImGuiActivateFlags_PreferTweak;
|
||||
}
|
||||
if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed)
|
||||
{
|
||||
g.NavActivateInputId = g.NavId;
|
||||
g.NavActivateFlags = ImGuiActivateFlags_PreferInput;
|
||||
}
|
||||
if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down)
|
||||
g.NavActivateDownId = g.NavId;
|
||||
if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed)
|
||||
g.NavActivatePressedId = g.NavId;
|
||||
if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed))
|
||||
g.NavInputId = g.NavId;
|
||||
}
|
||||
if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
|
||||
g.NavDisableHighlight = true;
|
||||
@ -9878,8 +9911,15 @@ static void ImGui::NavUpdate()
|
||||
IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
|
||||
|
||||
// Process programmatic activation request
|
||||
// FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others)
|
||||
if (g.NavNextActivateId != 0)
|
||||
g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = g.NavNextActivateId;
|
||||
{
|
||||
if (g.NavNextActivateFlags & ImGuiActivateFlags_PreferInput)
|
||||
g.NavActivateInputId = g.NavNextActivateId;
|
||||
else
|
||||
g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId;
|
||||
g.NavActivateFlags = g.NavNextActivateFlags;
|
||||
}
|
||||
g.NavNextActivateId = 0;
|
||||
|
||||
// Process move requests
|
||||
@ -9892,12 +9932,13 @@ static void ImGui::NavUpdate()
|
||||
// *Fallback* manual-scroll with Nav directional keys when window has no navigable item
|
||||
ImGuiWindow* window = g.NavWindow;
|
||||
const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
|
||||
if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest) //-V560
|
||||
const ImGuiDir move_dir = g.NavMoveDir;
|
||||
if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll && move_dir != ImGuiDir_None)
|
||||
{
|
||||
if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right)
|
||||
SetScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
|
||||
if (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down)
|
||||
SetScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
|
||||
if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)
|
||||
SetScrollX(window, ImFloor(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
|
||||
if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down)
|
||||
SetScrollY(window, ImFloor(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
|
||||
}
|
||||
|
||||
// *Normal* Manual scroll with NavScrollXXX keys
|
||||
@ -9909,8 +9950,15 @@ static void ImGui::NavUpdate()
|
||||
SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed));
|
||||
}
|
||||
|
||||
// Always prioritize mouse highlight if navigation is disabled
|
||||
if (!nav_keyboard_active && !nav_gamepad_active)
|
||||
{
|
||||
g.NavDisableHighlight = true;
|
||||
g.NavDisableMouseHover = g.NavMousePosDirty = false;
|
||||
}
|
||||
|
||||
// [DEBUG]
|
||||
g.NavScoringCount = 0;
|
||||
g.NavScoringDebugCount = 0;
|
||||
#if IMGUI_DEBUG_NAV_RECTS
|
||||
if (g.NavWindow)
|
||||
{
|
||||
@ -9921,7 +9969,7 @@ static void ImGui::NavUpdate()
|
||||
#endif
|
||||
}
|
||||
|
||||
static void ImGui::NavUpdateInitResult()
|
||||
void ImGui::NavInitRequestApplyResult()
|
||||
{
|
||||
// In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void)
|
||||
ImGuiContext& g = *GImGui;
|
||||
@ -9932,6 +9980,7 @@ static void ImGui::NavUpdateInitResult()
|
||||
// FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently.
|
||||
IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name);
|
||||
SetNavID(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel);
|
||||
g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result
|
||||
if (g.NavInitRequestFromMove)
|
||||
{
|
||||
g.NavDisableHighlight = false;
|
||||
@ -9945,20 +9994,19 @@ void ImGui::NavUpdateCreateMoveRequest()
|
||||
ImGuiIO& io = g.IO;
|
||||
ImGuiWindow* window = g.NavWindow;
|
||||
|
||||
if (g.NavMoveRequestForwardToNextFrame)
|
||||
if (g.NavMoveForwardToNextFrame && window != NULL)
|
||||
{
|
||||
// Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window)
|
||||
// (preserve most state, which were already set by the NavMoveRequestForward() function)
|
||||
IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);
|
||||
IM_ASSERT(g.NavMoveRequestFlags & ImGuiNavMoveFlags_Forwarded);
|
||||
IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded);
|
||||
IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir);
|
||||
g.NavMoveRequestForwardToNextFrame = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Initiate directional inputs request
|
||||
g.NavMoveDir = ImGuiDir_None;
|
||||
g.NavMoveRequestFlags = ImGuiNavMoveFlags_None;
|
||||
g.NavMoveFlags = ImGuiNavMoveFlags_None;
|
||||
if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs))
|
||||
{
|
||||
const ImGuiInputReadMode read_mode = ImGuiInputReadMode_Repeat;
|
||||
@ -9973,24 +10021,28 @@ void ImGui::NavUpdateCreateMoveRequest()
|
||||
// Update PageUp/PageDown/Home/End scroll
|
||||
// FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag?
|
||||
const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
|
||||
float nav_scoring_rect_offset_y = 0.0f;
|
||||
if (nav_keyboard_active)
|
||||
nav_scoring_rect_offset_y = NavUpdatePageUpPageDown();
|
||||
float scoring_rect_offset_y = 0.0f;
|
||||
if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active)
|
||||
scoring_rect_offset_y = NavUpdatePageUpPageDown();
|
||||
|
||||
// If we initiate a movement request and have no current NavId, we initiate a InitDefaultRequest that will be used as a fallback if the direction fails to find a match
|
||||
if (g.NavMoveDir != ImGuiDir_None)
|
||||
// [DEBUG] Always send a request
|
||||
#if IMGUI_DEBUG_NAV_SCORING
|
||||
if (io.KeyCtrl && IsKeyPressedMap(ImGuiKey_C))
|
||||
g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3);
|
||||
if (io.KeyCtrl && g.NavMoveDir == ImGuiDir_None)
|
||||
{
|
||||
IM_ASSERT(window != NULL);
|
||||
g.NavMoveRequest = true;
|
||||
g.NavMoveRequestKeyMods = io.KeyMods;
|
||||
g.NavMoveDirLast = g.NavMoveDir;
|
||||
g.NavMoveResultLocal.Clear();
|
||||
g.NavMoveResultLocalVisibleSet.Clear();
|
||||
g.NavMoveResultOther.Clear();
|
||||
g.NavMoveDir = g.NavMoveDirForDebug;
|
||||
g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Moving with no reference triggers a init request
|
||||
if (g.NavMoveRequest && g.NavId == 0)
|
||||
// Submit
|
||||
g.NavMoveForwardToNextFrame = false;
|
||||
if (g.NavMoveDir != ImGuiDir_None)
|
||||
NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags);
|
||||
|
||||
// Moving with no reference triggers a init request (will be used as a fallback if the direction fails to find a match)
|
||||
if (g.NavMoveSubmitted && g.NavId == 0)
|
||||
{
|
||||
IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", g.NavWindow->Name, g.NavLayer);
|
||||
g.NavInitRequest = g.NavInitRequestFromMove = true;
|
||||
@ -10001,7 +10053,7 @@ void ImGui::NavUpdateCreateMoveRequest()
|
||||
// When using gamepad, we project the reference nav bounding box into window visible area.
|
||||
// This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, since with gamepad every movements are relative
|
||||
// (can't focus a visible object like we can with the mouse).
|
||||
if (g.NavMoveRequest && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)
|
||||
if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)
|
||||
{
|
||||
ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1, 1), window->InnerRect.Max - window->Pos + ImVec2(1, 1));
|
||||
if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
|
||||
@ -10015,27 +10067,35 @@ void ImGui::NavUpdateCreateMoveRequest()
|
||||
}
|
||||
|
||||
// For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
|
||||
g.NavScoringRect = ImRect();
|
||||
if (window)
|
||||
ImRect scoring_rect;
|
||||
if (window != NULL)
|
||||
{
|
||||
ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);
|
||||
g.NavScoringRect = ImRect(window->Pos + nav_rect_rel.Min, window->Pos + nav_rect_rel.Max);
|
||||
g.NavScoringRect.TranslateY(nav_scoring_rect_offset_y);
|
||||
g.NavScoringRect.Min.x = ImMin(g.NavScoringRect.Min.x + 1.0f, g.NavScoringRect.Max.x);
|
||||
g.NavScoringRect.Max.x = g.NavScoringRect.Min.x;
|
||||
IM_ASSERT(!g.NavScoringRect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem().
|
||||
//GetForegroundDrawList()->AddRect(g.NavScoringRect.Min, g.NavScoringRect.Max, IM_COL32(255,200,0,255)); // [DEBUG]
|
||||
scoring_rect = ImRect(window->Pos + nav_rect_rel.Min, window->Pos + nav_rect_rel.Max);
|
||||
scoring_rect.TranslateY(scoring_rect_offset_y);
|
||||
scoring_rect.Min.x = ImMin(scoring_rect.Min.x + 1.0f, scoring_rect.Max.x);
|
||||
scoring_rect.Max.x = scoring_rect.Min.x;
|
||||
IM_ASSERT(!scoring_rect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem().
|
||||
//GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG]
|
||||
}
|
||||
g.NavScoringRect = scoring_rect;
|
||||
}
|
||||
|
||||
// Apply result from previous frame navigation directional move request. Always called from NavUpdate()
|
||||
void ImGui::NavMoveRequestApplyResult()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
#if IMGUI_DEBUG_NAV_SCORING
|
||||
if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times
|
||||
return;
|
||||
#endif
|
||||
|
||||
if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0)
|
||||
// Select which result to use
|
||||
ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL;
|
||||
|
||||
// In a situation when there is no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result)
|
||||
if (result == NULL)
|
||||
{
|
||||
// In a situation when there is no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result)
|
||||
if (g.NavId != 0)
|
||||
{
|
||||
g.NavDisableHighlight = false;
|
||||
@ -10044,13 +10104,10 @@ void ImGui::NavMoveRequestApplyResult()
|
||||
return;
|
||||
}
|
||||
|
||||
// Select which result to use
|
||||
ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
|
||||
|
||||
// PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.
|
||||
if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)
|
||||
if (g.NavMoveResultLocalVisibleSet.ID != 0 && g.NavMoveResultLocalVisibleSet.ID != g.NavId)
|
||||
result = &g.NavMoveResultLocalVisibleSet;
|
||||
if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)
|
||||
if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId)
|
||||
result = &g.NavMoveResultLocalVisible;
|
||||
|
||||
// Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules.
|
||||
if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow)
|
||||
@ -10062,7 +10119,7 @@ void ImGui::NavMoveRequestApplyResult()
|
||||
if (g.NavLayer == ImGuiNavLayer_Main)
|
||||
{
|
||||
ImVec2 delta_scroll;
|
||||
if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_ScrollToEdge)
|
||||
if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdge)
|
||||
{
|
||||
float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f;
|
||||
delta_scroll.y = result->Window->Scroll.y - scroll_target;
|
||||
@ -10086,10 +10143,14 @@ void ImGui::NavMoveRequestApplyResult()
|
||||
// Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)
|
||||
g.NavJustMovedToId = result->ID;
|
||||
g.NavJustMovedToFocusScopeId = result->FocusScopeId;
|
||||
g.NavJustMovedToKeyMods = g.NavMoveRequestKeyMods;
|
||||
g.NavJustMovedToKeyMods = g.NavMoveKeyMods;
|
||||
}
|
||||
|
||||
// Focus
|
||||
IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
|
||||
SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
|
||||
|
||||
// Enable nav highlight
|
||||
g.NavDisableHighlight = false;
|
||||
g.NavDisableMouseHover = g.NavMousePosDirty = true;
|
||||
}
|
||||
@ -10141,18 +10202,18 @@ static void ImGui::NavUpdateCancelRequest()
|
||||
}
|
||||
|
||||
// Handle PageUp/PageDown/Home/End keys
|
||||
// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request
|
||||
// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference
|
||||
// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid?
|
||||
static float ImGui::NavUpdatePageUpPageDown()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiIO& io = g.IO;
|
||||
|
||||
if (g.NavMoveDir != ImGuiDir_None || g.NavWindow == NULL)
|
||||
return 0.0f;
|
||||
if ((g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL || g.NavLayer != ImGuiNavLayer_Main)
|
||||
ImGuiWindow* window = g.NavWindow;
|
||||
if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL || g.NavLayer != ImGuiNavLayer_Main)
|
||||
return 0.0f;
|
||||
|
||||
ImGuiWindow* window = g.NavWindow;
|
||||
const bool page_up_held = IsKeyDown(io.KeyMap[ImGuiKey_PageUp]) && !IsActiveIdUsingKey(ImGuiKey_PageUp);
|
||||
const bool page_down_held = IsKeyDown(io.KeyMap[ImGuiKey_PageDown]) && !IsActiveIdUsingKey(ImGuiKey_PageDown);
|
||||
const bool home_pressed = IsKeyPressed(io.KeyMap[ImGuiKey_Home]) && !IsActiveIdUsingKey(ImGuiKey_Home);
|
||||
@ -10182,14 +10243,14 @@ static float ImGui::NavUpdatePageUpPageDown()
|
||||
nav_scoring_rect_offset_y = -page_offset_y;
|
||||
g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item)
|
||||
g.NavMoveClipDir = ImGuiDir_Up;
|
||||
g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
|
||||
g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
|
||||
}
|
||||
else if (IsKeyPressed(io.KeyMap[ImGuiKey_PageDown], true))
|
||||
{
|
||||
nav_scoring_rect_offset_y = +page_offset_y;
|
||||
g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item)
|
||||
g.NavMoveClipDir = ImGuiDir_Down;
|
||||
g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
|
||||
g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
|
||||
}
|
||||
else if (home_pressed)
|
||||
{
|
||||
@ -10200,7 +10261,8 @@ static float ImGui::NavUpdatePageUpPageDown()
|
||||
if (nav_rect_rel.IsInverted())
|
||||
nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
|
||||
g.NavMoveDir = ImGuiDir_Down;
|
||||
g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge;
|
||||
g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge;
|
||||
// FIXME-NAV: MoveClipDir left to _None, intentional?
|
||||
}
|
||||
else if (end_pressed)
|
||||
{
|
||||
@ -10208,7 +10270,8 @@ static float ImGui::NavUpdatePageUpPageDown()
|
||||
if (nav_rect_rel.IsInverted())
|
||||
nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
|
||||
g.NavMoveDir = ImGuiDir_Up;
|
||||
g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge;
|
||||
g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge;
|
||||
// FIXME-NAV: MoveClipDir left to _None, intentional?
|
||||
}
|
||||
return nav_scoring_rect_offset_y;
|
||||
}
|
||||
@ -10226,9 +10289,9 @@ static void ImGui::NavEndFrame()
|
||||
// Perform wrap-around in menus
|
||||
// FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame.
|
||||
ImGuiWindow* window = g.NavWindow;
|
||||
const ImGuiNavMoveFlags move_flags = g.NavMoveRequestFlags;
|
||||
const ImGuiNavMoveFlags move_flags = g.NavMoveFlags;
|
||||
const ImGuiNavMoveFlags wanted_flags = ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY;
|
||||
if (window && NavMoveRequestButNoResultYet() && (g.NavMoveRequestFlags & wanted_flags) && (g.NavMoveRequestFlags & ImGuiNavMoveFlags_Forwarded) == 0)
|
||||
if (window && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & wanted_flags) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0)
|
||||
{
|
||||
bool do_forward = false;
|
||||
ImRect bb_rel = window->NavRectRel[g.NavLayer];
|
||||
@ -10484,15 +10547,17 @@ static void ImGui::NavUpdateWindowing()
|
||||
FocusWindow(new_nav_window);
|
||||
new_nav_window->NavLastChildNavWindow = old_nav_window;
|
||||
}
|
||||
g.NavDisableHighlight = false;
|
||||
g.NavDisableMouseHover = true;
|
||||
|
||||
// Reinitialize navigation when entering menu bar with the Alt key.
|
||||
// Toggle layer
|
||||
const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main;
|
||||
const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL);
|
||||
if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id)
|
||||
g.NavWindow->NavLastIds[new_nav_layer] = 0;
|
||||
NavRestoreLayer(new_nav_layer);
|
||||
if (new_nav_layer != g.NavLayer)
|
||||
{
|
||||
// Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?)
|
||||
const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL);
|
||||
if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id)
|
||||
g.NavWindow->NavLastIds[new_nav_layer] = 0;
|
||||
NavRestoreLayer(new_nav_layer);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -10587,14 +10652,16 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
|
||||
return false;
|
||||
if (g.ActiveIdMouseButton != -1)
|
||||
mouse_button = g.ActiveIdMouseButton;
|
||||
if (g.IO.MouseDown[mouse_button] == false)
|
||||
if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
|
||||
return false;
|
||||
g.ActiveIdAllowOverlap = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Uncommon path: items without ID
|
||||
if (g.IO.MouseDown[mouse_button] == false)
|
||||
if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
|
||||
return false;
|
||||
if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window))
|
||||
return false;
|
||||
|
||||
// If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to:
|
||||
@ -10605,10 +10672,6 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
|
||||
return false;
|
||||
}
|
||||
|
||||
// Early out
|
||||
if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window))
|
||||
return false;
|
||||
|
||||
// Magic fallback (=somehow reprehensible) to handle items with no assigned ID, e.g. Text(), Image()
|
||||
// We build a throwaway ID based on current ID stack + relative AABB of items in window.
|
||||
// THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING OF THE WIDGET, so if your widget moves your dragging operation will be canceled.
|
||||
@ -10774,7 +10837,7 @@ bool ImGui::BeginDragDropTarget()
|
||||
if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect))
|
||||
return false;
|
||||
ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
|
||||
if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree)
|
||||
if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree || window->SkipItems)
|
||||
return false;
|
||||
|
||||
const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect;
|
||||
@ -16716,7 +16779,8 @@ void ImGui::ShowMetricsWindow(bool* p_open)
|
||||
Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
|
||||
Text("NavInputSource: %s", input_source_names[g.NavInputSource]);
|
||||
Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
|
||||
Text("NavActivateId: 0x%08X, NavInputId: 0x%08X", g.NavActivateId, g.NavInputId);
|
||||
Text("NavActivateId/DownId/PressedId/InputId: %08X/%08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId, g.NavActivateInputId);
|
||||
Text("NavActivateFlags: %04X", g.NavActivateFlags);
|
||||
Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
|
||||
Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId);
|
||||
Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
|
||||
|
2
imgui.h
2
imgui.h
@ -65,7 +65,7 @@ Index of this file:
|
||||
// Version
|
||||
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
|
||||
#define IMGUI_VERSION "1.85 WIP"
|
||||
#define IMGUI_VERSION_NUM 18410
|
||||
#define IMGUI_VERSION_NUM 18412
|
||||
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
|
||||
#define IMGUI_HAS_TABLE
|
||||
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
|
||||
|
@ -1613,16 +1613,17 @@ static void ShowDemoWindowWidgets()
|
||||
}
|
||||
|
||||
// Plot/Graph widgets are not very good.
|
||||
// Consider writing your own, or using a third-party one, see:
|
||||
// - ImPlot https://github.com/epezent/implot
|
||||
// - others https://github.com/ocornut/imgui/wiki/Useful-Extensions
|
||||
// Consider using a third-party library such as ImPlot: https://github.com/epezent/implot
|
||||
// (see others https://github.com/ocornut/imgui/wiki/Useful-Extensions)
|
||||
if (ImGui::TreeNode("Plots Widgets"))
|
||||
{
|
||||
static bool animate = true;
|
||||
ImGui::Checkbox("Animate", &animate);
|
||||
|
||||
// Plot as lines and plot as histogram
|
||||
static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f };
|
||||
ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr));
|
||||
ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f));
|
||||
|
||||
// Fill an array of contiguous float values to plot
|
||||
// Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float
|
||||
@ -1652,7 +1653,6 @@ static void ShowDemoWindowWidgets()
|
||||
sprintf(overlay, "avg %f", average);
|
||||
ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, overlay, -1.0f, 1.0f, ImVec2(0, 80.0f));
|
||||
}
|
||||
ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f));
|
||||
|
||||
// Use functions to generate output
|
||||
// FIXME: This is rather awkward because current plot API only pass in indices.
|
||||
|
@ -148,8 +148,8 @@ struct ImGuiWindowSettings; // Storage for a window .ini settings (we ke
|
||||
// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
|
||||
typedef int ImGuiDataAuthority; // -> enum ImGuiDataAuthority_ // Enum: for storing the source authority (dock node vs window) of a field
|
||||
typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical
|
||||
typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later)
|
||||
typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag()
|
||||
typedef int ImGuiItemAddFlags; // -> enum ImGuiItemAddFlags_ // Flags: for ItemAdd()
|
||||
typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags
|
||||
typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns()
|
||||
typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight()
|
||||
@ -754,15 +754,8 @@ enum ImGuiItemFlags_
|
||||
ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false // Disable item being a candidate for default focus (e.g. used by title bar items)
|
||||
ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // Disable MenuItem/Selectable() automatically closing their popup window
|
||||
ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets)
|
||||
ImGuiItemFlags_ReadOnly = 1 << 7 // false // [ALPHA] Allow hovering interactions but underlying value is not changed.
|
||||
};
|
||||
|
||||
// Flags for ItemAdd()
|
||||
// FIXME-NAV: _Focusable is _ALMOST_ what you would expect to be called '_TabStop' but because SetKeyboardFocusHere() works on items with no TabStop we distinguish Focusable from TabStop.
|
||||
enum ImGuiItemAddFlags_
|
||||
{
|
||||
ImGuiItemAddFlags_None = 0,
|
||||
ImGuiItemAddFlags_Focusable = 1 << 0 // FIXME-NAV: In current/legacy scheme, Focusable+TabStop support are opt-in by widgets. We will transition it toward being opt-out, so this flag is expected to eventually disappear.
|
||||
ImGuiItemFlags_ReadOnly = 1 << 7, // false // [ALPHA] Allow hovering interactions but underlying value is not changed.
|
||||
ImGuiItemFlags_Inputable = 1 << 8 // false // [WIP] Auto-activate item when focused. Currently only used and supported by a few items before it becomes a generic feature.
|
||||
};
|
||||
|
||||
// Storage for LastItem data
|
||||
@ -770,7 +763,7 @@ enum ImGuiItemStatusFlags_
|
||||
{
|
||||
ImGuiItemStatusFlags_None = 0,
|
||||
ImGuiItemStatusFlags_HoveredRect = 1 << 0, // Mouse position is within item rectangle (does NOT mean that the window is in correct z-order and can be hovered!, this is only one part of the most-common IsItemHovered test)
|
||||
ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // window->DC.LastItemDisplayRect is valid
|
||||
ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // g.LastItemData.DisplayRect is valid
|
||||
ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets)
|
||||
ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected", only state changes, in order to easily handle clipping with less issues.
|
||||
ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state.
|
||||
@ -1143,8 +1136,9 @@ struct ImGuiLastItemData
|
||||
ImGuiID ID;
|
||||
ImGuiItemFlags InFlags; // See ImGuiItemFlags_
|
||||
ImGuiItemStatusFlags StatusFlags; // See ImGuiItemStatusFlags_
|
||||
ImRect Rect;
|
||||
ImRect DisplayRect;
|
||||
ImRect Rect; // Full rectangle
|
||||
ImRect NavRect; // Navigation scoring rectangle (not displayed)
|
||||
ImRect DisplayRect; // Display rectangle (only if ImGuiItemStatusFlags_HasDisplayRect is set)
|
||||
|
||||
ImGuiLastItemData() { memset(this, 0, sizeof(*this)); }
|
||||
};
|
||||
@ -1175,6 +1169,14 @@ struct ImGuiPtrOrIndex
|
||||
// [SECTION] Navigation support
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
enum ImGuiActivateFlags_
|
||||
{
|
||||
ImGuiActivateFlags_None = 0,
|
||||
ImGuiActivateFlags_PreferInput = 1 << 0, // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default if keyboard is available.
|
||||
ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default if keyboard is not available.
|
||||
ImGuiActivateFlags_TryToPreserveState = 1 << 2 // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection)
|
||||
};
|
||||
|
||||
enum ImGuiNavHighlightFlags_
|
||||
{
|
||||
ImGuiNavHighlightFlags_None = 0,
|
||||
@ -1200,9 +1202,10 @@ enum ImGuiNavMoveFlags_
|
||||
ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left)
|
||||
ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful but provided for completeness
|
||||
ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place)
|
||||
ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisibleSet that only comprise elements that are already fully visible (used by PageUp/PageDown)
|
||||
ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisible that only comprise elements that are already fully visible (used by PageUp/PageDown)
|
||||
ImGuiNavMoveFlags_ScrollToEdge = 1 << 6,
|
||||
ImGuiNavMoveFlags_Forwarded = 1 << 7
|
||||
ImGuiNavMoveFlags_Forwarded = 1 << 7,
|
||||
ImGuiNavMoveFlags_DebugNoResult = 1 << 8
|
||||
};
|
||||
|
||||
enum ImGuiNavLayer
|
||||
@ -1686,34 +1689,40 @@ struct ImGuiContext
|
||||
ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem()
|
||||
ImGuiID NavActivateDownId; // ~~ IsNavInputDown(ImGuiNavInput_Activate) ? NavId : 0
|
||||
ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0
|
||||
ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0
|
||||
ImGuiID NavActivateInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0; ImGuiActivateFlags_PreferInput will be set and NavActivateId will be 0.
|
||||
ImGuiActivateFlags NavActivateFlags;
|
||||
ImGuiID NavJustTabbedId; // Just tabbed to this id.
|
||||
ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest).
|
||||
ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest).
|
||||
ImGuiKeyModFlags NavJustMovedToKeyMods;
|
||||
ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame.
|
||||
ImGuiActivateFlags NavNextActivateFlags;
|
||||
ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.
|
||||
ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring.
|
||||
int NavScoringCount; // Metrics for debugging
|
||||
ImGuiNavLayer NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later.
|
||||
int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing
|
||||
bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid
|
||||
bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default)
|
||||
bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover)
|
||||
bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again.
|
||||
|
||||
// Navigation: Init & Move Requests
|
||||
bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest this is to perform early out in ItemAdd()
|
||||
bool NavInitRequest; // Init request for appearing window to select first item
|
||||
bool NavInitRequestFromMove;
|
||||
ImGuiID NavInitResultId; // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called)
|
||||
ImRect NavInitResultRectRel; // Init request result rectangle (relative to parent window)
|
||||
bool NavMoveRequest; // Move request for this frame
|
||||
bool NavMoveRequestForwardToNextFrame;
|
||||
ImGuiNavMoveFlags NavMoveRequestFlags;
|
||||
ImGuiKeyModFlags NavMoveRequestKeyMods;
|
||||
ImGuiDir NavMoveDir, NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request
|
||||
bool NavMoveSubmitted; // Move request submitted, will process result on next NewFrame()
|
||||
bool NavMoveScoringItems; // Move request submitted, still scoring incoming items
|
||||
bool NavMoveForwardToNextFrame;
|
||||
ImGuiNavMoveFlags NavMoveFlags;
|
||||
ImGuiKeyModFlags NavMoveKeyMods;
|
||||
ImGuiDir NavMoveDir; // Direction of the move request (left/right/up/down)
|
||||
ImGuiDir NavMoveDirForDebug;
|
||||
ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename?
|
||||
ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring.
|
||||
int NavScoringDebugCount; // Metrics for debugging
|
||||
ImGuiNavItemData NavMoveResultLocal; // Best move request candidate within NavWindow
|
||||
ImGuiNavItemData NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)
|
||||
ImGuiNavItemData NavMoveResultLocalVisible; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)
|
||||
ImGuiNavItemData NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)
|
||||
|
||||
// Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize)
|
||||
@ -1771,7 +1780,7 @@ struct ImGuiContext
|
||||
ImVector<ImGuiShrinkWidthItem> ShrinkWidthBuffer;
|
||||
|
||||
// Widget state
|
||||
ImVec2 LastValidMousePos;
|
||||
ImVec2 MouseLastValidPos;
|
||||
ImGuiInputTextState InputTextState;
|
||||
ImFont InputTextPasswordFont;
|
||||
ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc.
|
||||
@ -1905,12 +1914,11 @@ struct ImGuiContext
|
||||
ViewportFrontMostStampCount = 0;
|
||||
|
||||
NavWindow = NULL;
|
||||
NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0;
|
||||
NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavActivateInputId = 0;
|
||||
NavJustTabbedId = NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;
|
||||
NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None;
|
||||
NavJustMovedToKeyMods = ImGuiKeyModFlags_None;
|
||||
NavInputSource = ImGuiInputSource_None;
|
||||
NavScoringRect = ImRect();
|
||||
NavScoringCount = 0;
|
||||
NavLayer = ImGuiNavLayer_Main;
|
||||
NavIdTabCounter = INT_MAX;
|
||||
NavIdIsAlive = false;
|
||||
@ -1921,11 +1929,13 @@ struct ImGuiContext
|
||||
NavInitRequest = false;
|
||||
NavInitRequestFromMove = false;
|
||||
NavInitResultId = 0;
|
||||
NavMoveRequest = false;
|
||||
NavMoveRequestForwardToNextFrame = false;
|
||||
NavMoveRequestFlags = ImGuiNavMoveFlags_None;
|
||||
NavMoveRequestKeyMods = ImGuiKeyModFlags_None;
|
||||
NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None;
|
||||
NavMoveSubmitted = false;
|
||||
NavMoveScoringItems = false;
|
||||
NavMoveForwardToNextFrame = false;
|
||||
NavMoveFlags = ImGuiNavMoveFlags_None;
|
||||
NavMoveKeyMods = ImGuiKeyModFlags_None;
|
||||
NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None;
|
||||
NavScoringDebugCount = 0;
|
||||
|
||||
NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL;
|
||||
NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;
|
||||
@ -1955,7 +1965,6 @@ struct ImGuiContext
|
||||
CurrentTableStackIdx = -1;
|
||||
CurrentTabBar = NULL;
|
||||
|
||||
LastValidMousePos = ImVec2(0.0f, 0.0f);
|
||||
TempInputId = 0;
|
||||
ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_;
|
||||
ColorEditLastHue = ColorEditLastSat = 0.0f;
|
||||
@ -2041,7 +2050,7 @@ struct IMGUI_API ImGuiWindowTempData
|
||||
int CurrentTableIdx; // Current table index (into g.Tables)
|
||||
ImGuiLayoutType LayoutType;
|
||||
ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin()
|
||||
int FocusCounterRegular; // (Legacy Focus/Tabbing system) Sequential counter, start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign)
|
||||
int FocusCounterRegular; // (Legacy Focus/Tabbing system) Sequential counter, start at -1 and increase when ImGuiItemFlags_Inputable (FIXME-NAV: Needs redesign)
|
||||
int FocusCounterTabStop; // (Legacy Focus/Tabbing system) Same, but only count widgets which you can Tab through.
|
||||
|
||||
// Local parameters stacks
|
||||
@ -2627,9 +2636,9 @@ namespace ImGui
|
||||
// Basic Helpers for widget code
|
||||
IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f);
|
||||
IMGUI_API void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f);
|
||||
IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemAddFlags flags = 0);
|
||||
IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemFlags extra_flags = 0);
|
||||
IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id);
|
||||
IMGUI_API void ItemFocusable(ImGuiWindow* window, ImGuiID id);
|
||||
IMGUI_API void ItemInputable(ImGuiWindow* window, ImGuiID id);
|
||||
IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged);
|
||||
IMGUI_API void SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect);
|
||||
IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h);
|
||||
@ -2644,11 +2653,13 @@ namespace ImGui
|
||||
IMGUI_API void PopItemFlag();
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
// Currently refactoring focus/nav/tabbing system
|
||||
// If you have old/custom copy-and-pasted widgets that used FocusableItemRegister():
|
||||
// (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool focused = FocusableItemRegister(...)'
|
||||
// (New) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0'
|
||||
// (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0'
|
||||
// (New) IMGUI_VERSION_NUM >= 18411: using 'ItemAdd(..., ImGuiItemAddFlags_Inputable)' and 'bool focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0'
|
||||
// Widget code are simplified as there's no need to call FocusableItemUnregister() while managing the transition from regular widget to TempInputText()
|
||||
inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Focusable flag to ItemAdd()
|
||||
inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd()
|
||||
inline void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); } // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem
|
||||
#endif
|
||||
|
||||
@ -2683,7 +2694,9 @@ namespace ImGui
|
||||
|
||||
// Gamepad/Keyboard Navigation
|
||||
IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit);
|
||||
IMGUI_API bool NavMoveRequestButNoResultYet(); // Should be called ~NavMoveRequestIsActiveButNoResultYet()
|
||||
IMGUI_API void NavInitRequestApplyResult();
|
||||
IMGUI_API bool NavMoveRequestButNoResultYet();
|
||||
IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags);
|
||||
IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags);
|
||||
IMGUI_API void NavMoveRequestCancel();
|
||||
IMGUI_API void NavMoveRequestApplyResult();
|
||||
|
@ -1479,6 +1479,7 @@ void ImGui::TableSetupScrollFreeze(int columns, int rows)
|
||||
table->IsUnfrozenRows = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b
|
||||
|
||||
// Ensure frozen columns are ordered in their section. We still allow multiple frozen columns to be reordered.
|
||||
// FIXME-TABLE: This work for preserving 2143 into 21|43. How about 4321 turning into 21|43? (preserve relative order in each section)
|
||||
for (int column_n = 0; column_n < table->FreezeColumnsRequest; column_n++)
|
||||
{
|
||||
int order_n = table->DisplayOrderToIndex[column_n];
|
||||
|
@ -273,6 +273,7 @@ void ImGui::TextV(const char* fmt, va_list args)
|
||||
if (window->SkipItems)
|
||||
return;
|
||||
|
||||
// FIXME-OPT: Handle the %s shortcut?
|
||||
ImGuiContext& g = *GImGui;
|
||||
const char* text_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
|
||||
TextEx(g.TempBuffer, text_end, ImGuiTextFlags_NoWidthForLargeClippedText);
|
||||
@ -604,13 +605,12 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
|
||||
bool nav_activated_by_code = (g.NavActivateId == id);
|
||||
bool nav_activated_by_inputs = IsNavInputTest(ImGuiNavInput_Activate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiInputReadMode_Repeat : ImGuiInputReadMode_Pressed);
|
||||
if (nav_activated_by_code || nav_activated_by_inputs)
|
||||
pressed = true;
|
||||
if (nav_activated_by_code || nav_activated_by_inputs || g.ActiveId == id)
|
||||
{
|
||||
// Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.
|
||||
g.NavActivateId = id; // This is so SetActiveId assign a Nav source
|
||||
pressed = true;
|
||||
SetActiveID(id, window);
|
||||
if ((nav_activated_by_code || nav_activated_by_inputs) && !(flags & ImGuiButtonFlags_NoNavFocus))
|
||||
g.ActiveIdSource = ImGuiInputSource_Nav;
|
||||
if (!(flags & ImGuiButtonFlags_NoNavFocus))
|
||||
SetFocusID(id, window);
|
||||
}
|
||||
}
|
||||
@ -1587,7 +1587,7 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF
|
||||
bool pressed = ButtonBehavior(bb, id, &hovered, &held);
|
||||
const ImGuiID popup_id = ImHashStr("##ComboPopup", 0, id);
|
||||
bool popup_open = IsPopupOpen(popup_id, ImGuiPopupFlags_None);
|
||||
if ((pressed || g.NavActivateId == id) && !popup_open)
|
||||
if (pressed && !popup_open)
|
||||
{
|
||||
OpenPopupEx(popup_id, ImGuiPopupFlags_None);
|
||||
popup_open = true;
|
||||
@ -2395,7 +2395,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data,
|
||||
|
||||
const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0;
|
||||
ItemSize(total_bb, style.FramePadding.y);
|
||||
if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemAddFlags_Focusable : 0))
|
||||
if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0))
|
||||
return false;
|
||||
|
||||
// Default format string when passing NULL
|
||||
@ -2412,21 +2412,23 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data,
|
||||
const bool focus_requested = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Focused) != 0;
|
||||
const bool clicked = (hovered && g.IO.MouseClicked[0]);
|
||||
const bool double_clicked = (hovered && g.IO.MouseDoubleClicked[0]);
|
||||
if (focus_requested || clicked || double_clicked || g.NavActivateId == id || g.NavInputId == id)
|
||||
if (focus_requested || clicked || double_clicked || g.NavActivateId == id || g.NavActivateInputId == id)
|
||||
{
|
||||
SetActiveID(id, window);
|
||||
SetFocusID(id, window);
|
||||
FocusWindow(window);
|
||||
g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
|
||||
if (temp_input_allowed && (focus_requested || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavInputId == id))
|
||||
temp_input_is_active = true;
|
||||
if (temp_input_allowed)
|
||||
if (focus_requested || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavActivateInputId == id)
|
||||
temp_input_is_active = true;
|
||||
}
|
||||
|
||||
// Experimental: simple click (without moving) turns Drag into an InputText
|
||||
// FIXME: Currently polling ImGuiConfigFlags_IsTouchScreen, may either poll an hypothetical ImGuiBackendFlags_HasKeyboard and/or an explicit drag settings.
|
||||
if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active)
|
||||
if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR))
|
||||
{
|
||||
g.NavInputId = id;
|
||||
g.NavActivateId = g.NavActivateInputId = id;
|
||||
g.NavActivateFlags = ImGuiActivateFlags_PreferInput;
|
||||
temp_input_is_active = true;
|
||||
}
|
||||
}
|
||||
@ -3011,7 +3013,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat
|
||||
|
||||
const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0;
|
||||
ItemSize(total_bb, style.FramePadding.y);
|
||||
if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemAddFlags_Focusable : 0))
|
||||
if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0))
|
||||
return false;
|
||||
|
||||
// Default format string when passing NULL
|
||||
@ -3027,13 +3029,13 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat
|
||||
{
|
||||
const bool focus_requested = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Focused) != 0;
|
||||
const bool clicked = (hovered && g.IO.MouseClicked[0]);
|
||||
if (focus_requested || clicked || g.NavActivateId == id || g.NavInputId == id)
|
||||
if (focus_requested || clicked || g.NavActivateId == id || g.NavActivateInputId == id)
|
||||
{
|
||||
SetActiveID(id, window);
|
||||
SetFocusID(id, window);
|
||||
FocusWindow(window);
|
||||
g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
|
||||
if (temp_input_allowed && (focus_requested || (clicked && g.IO.KeyCtrl) || g.NavInputId == id))
|
||||
if (temp_input_allowed && (focus_requested || (clicked && g.IO.KeyCtrl) || g.NavActivateInputId == id))
|
||||
temp_input_is_active = true;
|
||||
}
|
||||
}
|
||||
@ -3185,7 +3187,7 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d
|
||||
format = PatchFormatStringFloatToInt(format);
|
||||
|
||||
const bool hovered = ItemHoverable(frame_bb, id);
|
||||
if ((hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || g.NavInputId == id)
|
||||
if ((hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || g.NavActivateInputId == id)
|
||||
{
|
||||
SetActiveID(id, window);
|
||||
SetFocusID(id, window);
|
||||
@ -3449,7 +3451,7 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data
|
||||
style.FramePadding.x = style.FramePadding.y;
|
||||
ImGuiButtonFlags button_flags = ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups;
|
||||
if (flags & ImGuiInputTextFlags_ReadOnly)
|
||||
BeginDisabled(true);
|
||||
BeginDisabled();
|
||||
SameLine(0, style.ItemInnerSpacing.x);
|
||||
if (ButtonEx("-", ImVec2(button_size, button_size), button_flags))
|
||||
{
|
||||
@ -3981,7 +3983,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
{
|
||||
ImVec2 backup_pos = window->DC.CursorPos;
|
||||
ItemSize(total_bb, style.FramePadding.y);
|
||||
if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemAddFlags_Focusable))
|
||||
if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable))
|
||||
{
|
||||
EndGroup();
|
||||
return false;
|
||||
@ -4012,7 +4014,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
// Support for internal ImGuiInputTextFlags_MergedItem flag, which could be redesigned as an ItemFlags if needed (with test performed in ItemAdd)
|
||||
ItemSize(total_bb, style.FramePadding.y);
|
||||
if (!(flags & ImGuiInputTextFlags_MergedItem))
|
||||
if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemAddFlags_Focusable))
|
||||
if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable))
|
||||
return false;
|
||||
item_status_flags = g.LastItemData.StatusFlags;
|
||||
}
|
||||
@ -4027,7 +4029,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
const bool focus_requested_by_tabbing = (item_status_flags & ImGuiItemStatusFlags_FocusedByTabbing) != 0;
|
||||
|
||||
const bool user_clicked = hovered && io.MouseClicked[0];
|
||||
const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_Keyboard));
|
||||
const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavActivateInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_Keyboard));
|
||||
const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);
|
||||
const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);
|
||||
|
||||
@ -4254,6 +4256,10 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
const bool is_undo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Z)) && !is_readonly && is_undoable);
|
||||
const bool is_redo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressedMap(ImGuiKey_Z))) && !is_readonly && is_undoable;
|
||||
|
||||
// We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful.
|
||||
const bool is_validate = IsKeyPressedMap(ImGuiKey_Enter) || IsKeyPressedMap(ImGuiKey_KeyPadEnter) || IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed) || IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed);
|
||||
const bool is_cancel = IsKeyPressedMap(ImGuiKey_Escape) || IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed);
|
||||
|
||||
if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); }
|
||||
else if (IsKeyPressedMap(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); }
|
||||
else if (IsKeyPressedMap(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); }
|
||||
@ -4274,7 +4280,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
}
|
||||
state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);
|
||||
}
|
||||
else if (IsKeyPressedMap(ImGuiKey_Enter) || IsKeyPressedMap(ImGuiKey_KeyPadEnter))
|
||||
else if (is_validate)
|
||||
{
|
||||
bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0;
|
||||
if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl))
|
||||
@ -4288,7 +4294,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
state->OnKeyPressed((int)c);
|
||||
}
|
||||
}
|
||||
else if (IsKeyPressedMap(ImGuiKey_Escape))
|
||||
else if (is_cancel)
|
||||
{
|
||||
clear_active_id = cancel_edit = true;
|
||||
}
|
||||
@ -6153,20 +6159,8 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
|
||||
window->ClipRect.Max.x = window->ParentWorkRect.Max.x;
|
||||
}
|
||||
|
||||
bool item_add;
|
||||
const bool disabled_item = (flags & ImGuiSelectableFlags_Disabled) != 0;
|
||||
if (disabled_item)
|
||||
{
|
||||
ImGuiItemFlags backup_item_flags = g.CurrentItemFlags;
|
||||
g.CurrentItemFlags |= ImGuiItemFlags_Disabled;
|
||||
item_add = ItemAdd(bb, id);
|
||||
g.CurrentItemFlags = backup_item_flags;
|
||||
}
|
||||
else
|
||||
{
|
||||
item_add = ItemAdd(bb, id);
|
||||
}
|
||||
|
||||
const bool item_add = ItemAdd(bb, id, NULL, disabled_item ? ImGuiItemFlags_Disabled : ImGuiItemFlags_None);
|
||||
if (span_all_columns)
|
||||
{
|
||||
window->ClipRect.Min.x = backup_clip_rect_min_x;
|
||||
@ -6178,7 +6172,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
|
||||
|
||||
const bool disabled_global = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
|
||||
if (disabled_item && !disabled_global) // Only testing this as an optimization
|
||||
BeginDisabled(true);
|
||||
BeginDisabled();
|
||||
|
||||
// FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full push on render only,
|
||||
// which would be advantageous since most selectable are not selected.
|
||||
@ -6215,7 +6209,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
|
||||
{
|
||||
if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent)
|
||||
{
|
||||
SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent, ImRect(bb.Min - window->Pos, bb.Max - window->Pos));
|
||||
SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent, ImRect(bb.Min - window->Pos, bb.Max - window->Pos)); // (bb == NavRect)
|
||||
g.NavDisableHighlight = true;
|
||||
}
|
||||
}
|
||||
@ -6480,7 +6474,7 @@ int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_get
|
||||
float v0 = values_getter(data, (0 + values_offset) % values_count);
|
||||
float t0 = 0.0f;
|
||||
ImVec2 tp0 = ImVec2( t0, 1.0f - ImSaturate((v0 - scale_min) * inv_scale) ); // Point in the normalized space of our target rectangle
|
||||
float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (-scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f); // Where does the zero line stands
|
||||
float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (1 + scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f); // Where does the zero line stands
|
||||
|
||||
const ImU32 col_base = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram);
|
||||
const ImU32 col_hovered = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered);
|
||||
@ -6696,10 +6690,11 @@ void ImGui::EndMenuBar()
|
||||
// Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings.
|
||||
if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
|
||||
{
|
||||
// Try to find out if the request is for one of our child menu
|
||||
ImGuiWindow* nav_earliest_child = g.NavWindow;
|
||||
while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu))
|
||||
nav_earliest_child = nav_earliest_child->ParentWindow;
|
||||
if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && (g.NavMoveRequestFlags & ImGuiNavMoveFlags_Forwarded) == 0)
|
||||
if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0)
|
||||
{
|
||||
// To do so we claim focus back, restore NavId and then process the movement request for yet another frame.
|
||||
// This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth bothering)
|
||||
@ -6709,7 +6704,7 @@ void ImGui::EndMenuBar()
|
||||
SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
|
||||
g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection.
|
||||
g.NavDisableMouseHover = g.NavMousePosDirty = true;
|
||||
NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveRequestFlags); // Repeat
|
||||
NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags); // Repeat
|
||||
}
|
||||
}
|
||||
|
||||
@ -6894,37 +6889,29 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
|
||||
// Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu
|
||||
// Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive.
|
||||
bool moving_toward_other_child_menu = false;
|
||||
|
||||
ImGuiWindow* child_menu_window = (g.BeginPopupStack.Size < g.OpenPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].SourceWindow == window) ? g.OpenPopupStack[g.BeginPopupStack.Size].Window : NULL;
|
||||
if (g.HoveredWindow == window && child_menu_window != NULL && !(window->Flags & ImGuiWindowFlags_MenuBar))
|
||||
{
|
||||
// FIXME-DPI: Values should be derived from a master "scale" factor.
|
||||
float ref_unit = g.FontSize; // FIXME-DPI
|
||||
ImRect next_window_rect = child_menu_window->Rect();
|
||||
ImVec2 ta = g.IO.MousePos - g.IO.MouseDelta;
|
||||
ImVec2 ta = (g.IO.MousePos - g.IO.MouseDelta);
|
||||
ImVec2 tb = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR();
|
||||
ImVec2 tc = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR();
|
||||
float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, 5.0f, 30.0f); // add a bit of extra slack.
|
||||
ta.x += (window->Pos.x < child_menu_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues
|
||||
tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -100.0f); // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale?
|
||||
tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +100.0f);
|
||||
float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, ref_unit * 0.5f, ref_unit * 2.5f); // add a bit of extra slack.
|
||||
ta.x += (window->Pos.x < child_menu_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues (FIXME: ??)
|
||||
tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -ref_unit * 8.0f); // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale?
|
||||
tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +ref_unit * 8.0f);
|
||||
moving_toward_other_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos);
|
||||
//GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG]
|
||||
//GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_toward_other_child_menu ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG]
|
||||
}
|
||||
|
||||
// FIXME: Hovering a disabled BeginMenu or MenuItem won't close us
|
||||
if (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_toward_other_child_menu)
|
||||
want_close = true;
|
||||
|
||||
if (!menu_is_open && hovered && pressed) // Click to open
|
||||
// Open
|
||||
if (!menu_is_open && pressed) // Click/activate to open
|
||||
want_open = true;
|
||||
else if (!menu_is_open && hovered && !moving_toward_other_child_menu) // Hover to open
|
||||
want_open = true;
|
||||
|
||||
if (g.NavActivateId == id)
|
||||
{
|
||||
want_close = menu_is_open;
|
||||
want_open = !menu_is_open;
|
||||
}
|
||||
if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open
|
||||
{
|
||||
want_open = true;
|
||||
@ -7019,7 +7006,7 @@ bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut
|
||||
bool pressed;
|
||||
PushID(label);
|
||||
if (!enabled)
|
||||
BeginDisabled(true);
|
||||
BeginDisabled();
|
||||
const ImGuiSelectableFlags flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_SetNavIdOnHover;
|
||||
const ImGuiMenuColumns* offsets = &window->DC.MenuColumns;
|
||||
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
|
||||
|
Loading…
Reference in New Issue
Block a user