mirror of
https://github.com/shadps4-emu/ext-imgui.git
synced 2024-11-23 18:29:42 +00:00
Nav: Rectangle rectangle stored per window and per layer as well. Makes things simpler, allows enable us to visualize more data.
This commit is contained in:
parent
54eb4c485e
commit
9712a81f85
31
imgui.cpp
31
imgui.cpp
@ -1839,7 +1839,6 @@ ImGuiWindow::ImGuiWindow(const char* name)
|
||||
Appearing = false;
|
||||
BeginCount = 0;
|
||||
PopupId = 0;
|
||||
NavLastIds[0] = NavLastIds[1] = 0;
|
||||
AutoFitFramesX = AutoFitFramesY = -1;
|
||||
AutoFitOnlyGrows = false;
|
||||
AutoFitChildAxises = 0x00;
|
||||
@ -1848,6 +1847,9 @@ ImGuiWindow::ImGuiWindow(const char* name)
|
||||
SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
|
||||
SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
|
||||
|
||||
NavLastIds[0] = NavLastIds[1] = 0;
|
||||
NavRefRectRel[0] = NavRefRectRel[1] = ImRect();
|
||||
|
||||
LastFrameActive = -1;
|
||||
ItemWidthDefault = 0.0f;
|
||||
FontWindowScale = 1.0f;
|
||||
@ -2223,7 +2225,7 @@ bool ImGui::ItemAdd(const ImRect& bb, const ImGuiID* id, const ImRect* nav_bb_ar
|
||||
// Update window-relative bounding box of navigated item
|
||||
if (g.NavId == *id)
|
||||
{
|
||||
g.NavRefRectRel = nav_bb_rel;
|
||||
window->NavRefRectRel[window->DC.NavLayerCurrent] = nav_bb_rel;
|
||||
g.NavIdIsAlive = true;
|
||||
g.NavIdTabCounter = window->FocusIdxTabCounter;
|
||||
}
|
||||
@ -2459,7 +2461,7 @@ static void SetNavIdAndMoveMouse(ImGuiID id, int nav_layer, const ImRect& rect_r
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
SetNavId(id, nav_layer);
|
||||
g.NavRefRectRel = rect_rel;
|
||||
g.NavWindow->NavRefRectRel[nav_layer] = rect_rel;
|
||||
g.NavMousePosDirty = true;
|
||||
g.NavDisableHighlight = false;
|
||||
g.NavDisableMouseHover = true;
|
||||
@ -2487,11 +2489,13 @@ static void NavInitWindow(ImGuiWindow* window, bool force_reinit)
|
||||
static ImVec2 NavCalcPreferredMousePos()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (!g.NavWindow)
|
||||
ImGuiWindow* window = g.NavWindow;
|
||||
if (!window)
|
||||
return g.IO.MousePos;
|
||||
ImVec2 p = g.NavWindow->Pos + ImVec2(g.NavRefRectRel.Min.x + ImMin(g.Style.FramePadding.x*4, g.NavRefRectRel.GetWidth()), g.NavRefRectRel.Max.y - ImMin(g.Style.FramePadding.y, g.NavRefRectRel.GetHeight()));
|
||||
ImRect r = GetVisibleRect();
|
||||
return ImFloor(ImClamp(p, r.Min, r.Max)); // ImFloor() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta.
|
||||
const ImRect& ref_rect_rel = window->NavRefRectRel[g.NavLayer];
|
||||
ImVec2 pos = g.NavWindow->Pos + ImVec2(ref_rect_rel.Min.x + ImMin(g.Style.FramePadding.x*4, ref_rect_rel.GetWidth()), ref_rect_rel.Max.y - ImMin(g.Style.FramePadding.y, ref_rect_rel.GetHeight()));
|
||||
ImRect visible_rect = GetVisibleRect();
|
||||
return ImFloor(ImClamp(pos, visible_rect.Min, visible_rect.Max)); // ImFloor() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta.
|
||||
}
|
||||
|
||||
static int FindWindowIndex(ImGuiWindow* window) // FIXME-OPT O(N)
|
||||
@ -2580,7 +2584,7 @@ static void NavUpdate()
|
||||
// Apply result from previous navigation init request (typically select the first item, unless SetItemDefaultFocus() has been called)
|
||||
IM_ASSERT(g.NavWindow);
|
||||
SetNavId(g.NavInitDefaultResultId, g.NavLayer);
|
||||
g.NavRefRectRel = g.NavInitDefaultResultRectRel;
|
||||
g.NavWindow->NavRefRectRel[g.NavLayer] = g.NavInitDefaultResultRectRel;
|
||||
if (g.NavDisableMouseHover)
|
||||
g.NavMousePosDirty = true;
|
||||
}
|
||||
@ -2834,21 +2838,22 @@ static void NavUpdate()
|
||||
{
|
||||
// When we have manually scrolled and NavId is out of bounds, we clamp its bounding box (used for search) to the visible area to restart navigation within visible items
|
||||
ImRect window_rect_rel(g.NavWindow->InnerRect.Min - g.NavWindow->Pos - ImVec2(1,1), g.NavWindow->InnerRect.Max - g.NavWindow->Pos + ImVec2(1,1));
|
||||
if (!window_rect_rel.Contains(g.NavRefRectRel))
|
||||
if (!window_rect_rel.Contains(g.NavWindow->NavRefRectRel[g.NavLayer]))
|
||||
{
|
||||
float pad = g.NavWindow->CalcFontSize() * 0.5f;
|
||||
window_rect_rel.Expand(ImVec2(-ImMin(window_rect_rel.GetWidth(), pad), -ImMin(window_rect_rel.GetHeight(), pad))); // Terrible approximation for the intend of starting navigation from first fully visible item
|
||||
g.NavRefRectRel.ClipWith(window_rect_rel);
|
||||
g.NavWindow->NavRefRectRel[g.NavLayer].ClipWith(window_rect_rel);
|
||||
g.NavId = 0;
|
||||
}
|
||||
g.NavMoveFromClampedRefRect = false;
|
||||
}
|
||||
|
||||
// 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.NavScoringRectScreen = g.NavWindow ? ImRect(g.NavWindow->Pos + g.NavRefRectRel.Min, g.NavWindow->Pos + g.NavRefRectRel.Max) : ImRect();
|
||||
g.NavScoringRectScreen = g.NavWindow ? ImRect(g.NavWindow->Pos + g.NavWindow->NavRefRectRel[g.NavLayer].Min, g.NavWindow->Pos + g.NavWindow->NavRefRectRel[g.NavLayer].Max) : ImRect();
|
||||
g.NavScoringRectScreen.Min.x = ImMin(g.NavScoringRectScreen.Min.x + 1.0f, g.NavScoringRectScreen.Max.x);
|
||||
g.NavScoringRectScreen.Max.x = g.NavScoringRectScreen.Min.x;
|
||||
//g.OverlayDrawList.AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG]
|
||||
//if (g.NavWindow) for (int layer = 0; layer < 2; layer++) g.OverlayDrawList.AddRect(g.NavWindow->Pos + g.NavWindow->NavRefRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRefRectRel[layer].Max, IM_COL32(255,200,0,255)); // [DEBUG]
|
||||
}
|
||||
|
||||
void ImGui::NewFrame()
|
||||
@ -5509,7 +5514,7 @@ void ImGui::FocusWindow(ImGuiWindow* window)
|
||||
g.NavLayer = 0;
|
||||
if (window && g.NavDisableMouseHover)
|
||||
g.NavMousePosDirty = true;
|
||||
g.NavRefRectRel.Min = g.NavRefRectRel.Max = window ? (window->DC.CursorStartPos - window->Pos) : ImVec2(0,0);
|
||||
window->NavRefRectRel[0].Min = window->NavRefRectRel[1].Max = window ? (window->DC.CursorStartPos - window->Pos) : ImVec2(0,0);
|
||||
g.NavWindow = window;
|
||||
}
|
||||
|
||||
@ -11622,6 +11627,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
|
||||
ImGui::BulletText("Scroll: (%.2f,%.2f)", window->Scroll.x, window->Scroll.y);
|
||||
ImGui::BulletText("Active: %d, Accessed: %d", window->Active, window->Accessed);
|
||||
ImGui::BulletText("NavLastIds: 0x%08X,0x%08X, NavLayerActiveMask: %X", window->NavLastIds[0], window->NavLastIds[1], window->DC.NavLayerActiveMask);
|
||||
ImGui::BulletText("NavRefRectRel[0]: (%.1f,%.1f)(%.1f,%.1f)", window->NavRefRectRel[0].Min.x, window->NavRefRectRel[0].Min.y, window->NavRefRectRel[0].Max.x, window->NavRefRectRel[0].Max.y);
|
||||
if (window->RootWindow != window) NodeWindow(window->RootWindow, "RootWindow");
|
||||
if (window->DC.ChildWindows.Size > 0) NodeWindows(window->DC.ChildWindows, "ChildWindows");
|
||||
ImGui::BulletText("Storage: %d bytes", window->StateStorage.Data.Size * (int)sizeof(ImGuiStorage::Pair));
|
||||
@ -11655,7 +11661,6 @@ void ImGui::ShowMetricsWindow(bool* p_open)
|
||||
ImGui::Text("ActiveId: 0x%08X/0x%08X, ActiveIdSource: %s", g.ActiveId, g.ActiveIdPreviousFrame, input_source_names[g.ActiveIdSource]);
|
||||
ImGui::Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
|
||||
ImGui::Text("NavWindow: '%s', NavId: 0x%08X, NavLayer: %d", g.NavWindow ? g.NavWindow->Name : "NULL", g.NavId, g.NavLayer);
|
||||
ImGui::Text("NavRefRectRel: (%.1f,%.1f)(%.1f,%.1f)", g.NavRefRectRel.Min.x, g.NavRefRectRel.Min.y, g.NavRefRectRel.Max.x, g.NavRefRectRel.Max.y);
|
||||
ImGui::Text("NavUsable: %d, NavActive: %d", g.IO.NavUsable, g.IO.NavActive);
|
||||
ImGui::Text("NavActivateId: 0x%08X, NavInputId: 0x%08X", g.NavActivateId, g.NavInputId);
|
||||
ImGui::Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
|
||||
|
@ -459,7 +459,7 @@ struct ImGuiContext
|
||||
ImGuiID NavId; // Nav/focused item for navigation
|
||||
ImGuiID NavActivateId, NavInputId; // ~~ IsKeyPressedMap(ImGuiKey_NavActive) ? NavId : 0, etc. (to make widget code terser)
|
||||
ImGuiID NavTabbedId; //
|
||||
ImRect NavRefRectRel, NavScoringRectScreen;// Reference rectangle, in window space. Modified rectangle for directional navigation scoring, in screen space.
|
||||
ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
|
||||
ImGuiWindow* NavWindowingTarget;
|
||||
float NavWindowingDisplayAlpha;
|
||||
bool NavWindowingToggleLayer;
|
||||
@ -571,7 +571,7 @@ struct ImGuiContext
|
||||
|
||||
NavWindow = NULL;
|
||||
NavId = NavActivateId = NavInputId = NavTabbedId = 0;
|
||||
NavRefRectRel = NavScoringRectScreen = ImRect();
|
||||
NavScoringRectScreen = ImRect();
|
||||
NavWindowingTarget = NULL;
|
||||
NavWindowingDisplayAlpha = 0.0f;
|
||||
NavWindowingToggleLayer = false;
|
||||
@ -775,7 +775,8 @@ struct IMGUI_API ImGuiWindow
|
||||
ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size)
|
||||
ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0,0) when positioning from top-left corner; ImVec2(0.5f,0.5f) for centering; ImVec2(1,1) for bottom right.
|
||||
|
||||
ImGuiID NavLastIds[2]; // Last known NavId for this window, per layer (0/1)
|
||||
ImGuiID NavLastIds[2]; // Last known NavId for this window, per layer (0/1)
|
||||
ImRect NavRefRectRel[2]; // Reference rectangle, in window space
|
||||
|
||||
ImGuiDrawContext DC; // Temporary per-window data, reset at the beginning of the frame
|
||||
ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack
|
||||
|
Loading…
Reference in New Issue
Block a user