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	Nav: Store key mods associated to a nav request (for range_select) + use io.KeyMods.
+ renamed NavScoringRectScreen > NavScoringRect
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							| @@ -2226,7 +2226,7 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items | ||||
|     // We create the union of the ClipRect and the NavScoringRect which at worst should be 1 page away from ClipRect | ||||
|     ImRect unclipped_rect = window->ClipRect; | ||||
|     if (g.NavMoveRequest) | ||||
|         unclipped_rect.Add(g.NavScoringRectScreen); | ||||
|         unclipped_rect.Add(g.NavScoringRect); | ||||
|  | ||||
|     const ImVec2 pos = window->DC.CursorPos; | ||||
|     int start = (int)((unclipped_rect.Min.y - pos.y) / items_height); | ||||
| @@ -3677,7 +3677,7 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags() | ||||
|     g.IO.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; | ||||
| } | ||||
|  | ||||
| static ImGuiKeyModFlags GetMergedKeyModFlags() | ||||
| ImGuiKeyModFlags ImGui::GetMergedKeyModFlags() | ||||
| { | ||||
|     ImGuiContext& g = *GImGui; | ||||
|     ImGuiKeyModFlags key_mod_flags = ImGuiKeyModFlags_None; | ||||
| @@ -7988,7 +7988,7 @@ static bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) | ||||
|     if (g.NavLayer != window->DC.NavLayerCurrent) | ||||
|         return false; | ||||
|  | ||||
|     const ImRect& curr = g.NavScoringRectScreen; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width) | ||||
|     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++; | ||||
|  | ||||
|     // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring | ||||
| @@ -8569,6 +8569,7 @@ static void ImGui::NavUpdate() | ||||
|     if (g.NavMoveDir != ImGuiDir_None) | ||||
|     { | ||||
|         g.NavMoveRequest = true; | ||||
|         g.NavMoveRequestKeyMods = g.IO.KeyMods; | ||||
|         g.NavMoveDirLast = g.NavMoveDir; | ||||
|     } | ||||
|     if (g.NavMoveRequest && g.NavId == 0) | ||||
| @@ -8632,11 +8633,11 @@ static void ImGui::NavUpdate() | ||||
|  | ||||
|     // 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) | ||||
|     ImRect nav_rect_rel = (g.NavWindow && !g.NavWindow->NavRectRel[g.NavLayer].IsInverted()) ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0,0,0,0); | ||||
|     g.NavScoringRectScreen = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : GetViewportRect(); | ||||
|     g.NavScoringRectScreen.TranslateY(nav_scoring_rect_offset_y); | ||||
|     g.NavScoringRectScreen.Min.x = ImMin(g.NavScoringRectScreen.Min.x + 1.0f, g.NavScoringRectScreen.Max.x); | ||||
|     g.NavScoringRectScreen.Max.x = g.NavScoringRectScreen.Min.x; | ||||
|     IM_ASSERT(!g.NavScoringRectScreen.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem(). | ||||
|     g.NavScoringRect = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : GetViewportRect(); | ||||
|     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.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG] | ||||
|     g.NavScoringCount = 0; | ||||
| #if IMGUI_DEBUG_NAV_RECTS | ||||
| @@ -8706,7 +8707,7 @@ static void ImGui::NavUpdateMoveResult() | ||||
|         // 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; | ||||
|     } | ||||
|     SetNavIDWithRectRel(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); | ||||
|     g.NavMoveFromClampedRefRect = false; | ||||
|   | ||||
| @@ -1098,9 +1098,10 @@ struct ImGuiContext | ||||
|     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. | ||||
|     ImGuiInputSource        NavInputSource;                     // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard. | ||||
|     ImRect                  NavScoringRectScreen;               // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring. | ||||
|     ImRect                  NavScoringRect;                     // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], 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 | ||||
| @@ -1117,6 +1118,7 @@ struct ImGuiContext | ||||
|     bool                    NavMoveRequest;                     // Move request for this frame | ||||
|     ImGuiNavMoveFlags       NavMoveRequestFlags; | ||||
|     ImGuiNavForward         NavMoveRequestForward;              // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu) | ||||
|     ImGuiKeyModFlags        NavMoveRequestKeyMods; | ||||
|     ImGuiDir                NavMoveDir, NavMoveDirLast;         // Direction of the move request (left/right/up/down), direction of the previous move request | ||||
|     ImGuiDir                NavMoveClipDir;                     // FIXME-NAV: Describe the purpose of this better. Might want to rename? | ||||
|     ImGuiNavMoveResult      NavMoveResultLocal;                 // Best move request candidate within NavWindow | ||||
| @@ -1274,8 +1276,9 @@ struct ImGuiContext | ||||
|         NavWindow = NULL; | ||||
|         NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0; | ||||
|         NavJustTabbedId = NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0; | ||||
|         NavJustMovedToKeyMods = ImGuiKeyModFlags_None; | ||||
|         NavInputSource = ImGuiInputSource_None; | ||||
|         NavScoringRectScreen = ImRect(); | ||||
|         NavScoringRect = ImRect(); | ||||
|         NavScoringCount = 0; | ||||
|         NavLayer = ImGuiNavLayer_Main; | ||||
|         NavIdTabCounter = INT_MAX; | ||||
| @@ -1291,6 +1294,7 @@ struct ImGuiContext | ||||
|         NavMoveRequest = false; | ||||
|         NavMoveRequestFlags = ImGuiNavMoveFlags_None; | ||||
|         NavMoveRequestForward = ImGuiNavForward_None; | ||||
|         NavMoveRequestKeyMods = ImGuiKeyModFlags_None; | ||||
|         NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None; | ||||
|  | ||||
|         NavWindowingTarget = NavWindowingTargetAnim = NavWindowingList = NULL; | ||||
| @@ -1777,6 +1781,7 @@ namespace ImGui | ||||
|     inline bool             IsKeyPressedMap(ImGuiKey key, bool repeat = true)           { ImGuiContext& g = *GImGui; const int key_index = g.IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; } | ||||
|     inline bool             IsNavInputDown(ImGuiNavInput n)                             { ImGuiContext& g = *GImGui; return g.IO.NavInputs[n] > 0.0f; } | ||||
|     inline bool             IsNavInputTest(ImGuiNavInput n, ImGuiInputReadMode rm)      { return (GetNavInputAmount(n, rm) > 0.0f); } | ||||
|     IMGUI_API ImGuiKeyModFlags GetMergedKeyModFlags(); | ||||
|  | ||||
|     // Drag and Drop | ||||
|     IMGUI_API bool          BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id); | ||||
|   | ||||
| @@ -3728,14 +3728,16 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ | ||||
|     if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id) | ||||
|     { | ||||
|         IM_ASSERT(state != NULL); | ||||
|         IM_ASSERT(io.KeyMods == GetMergedKeyModFlags() && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); // We rarely do this check, but if anything let's do it here. | ||||
|  | ||||
|         const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0); | ||||
|         const bool is_osx = io.ConfigMacOSXBehaviors; | ||||
|         const bool is_shortcut_key = (is_osx ? (io.KeySuper && !io.KeyCtrl) : (io.KeyCtrl && !io.KeySuper)) && !io.KeyAlt && !io.KeyShift; // OS X style: Shortcuts using Cmd/Super instead of Ctrl | ||||
|         const bool is_osx_shift_shortcut = is_osx && io.KeySuper && io.KeyShift && !io.KeyCtrl && !io.KeyAlt; | ||||
|         const bool is_osx_shift_shortcut = is_osx && (io.KeyMods == (ImGuiKeyModFlags_Super | ImGuiKeyModFlags_Shift)); | ||||
|         const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl;                     // OS X style: Text editing cursor movement using Alt instead of Ctrl | ||||
|         const bool is_startend_key_down = is_osx && io.KeySuper && !io.KeyCtrl && !io.KeyAlt;  // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End | ||||
|         const bool is_ctrl_key_only = io.KeyCtrl && !io.KeyShift && !io.KeyAlt && !io.KeySuper; | ||||
|         const bool is_shift_key_only = io.KeyShift && !io.KeyCtrl && !io.KeyAlt && !io.KeySuper; | ||||
|         const bool is_ctrl_key_only = (io.KeyMods == ImGuiKeyModFlags_Ctrl); | ||||
|         const bool is_shift_key_only = (io.KeyMods == ImGuiKeyModFlags_Shift); | ||||
|         const bool is_shortcut_key = g.IO.ConfigMacOSXBehaviors ? (io.KeyMods == ImGuiKeyModFlags_Super) : (io.KeyMods == ImGuiKeyModFlags_Ctrl); | ||||
|  | ||||
|         const bool is_cut   = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Delete))) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); | ||||
|         const bool is_copy  = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_C)) || (is_ctrl_key_only  && IsKeyPressedMap(ImGuiKey_Insert))) && !is_password && (!is_multiline || state->HasSelection()); | ||||
|   | ||||
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