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Navigation: Renaming, shortened some unnecessary long fields names (#323)
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parent
4bbdaa4e3c
commit
ba43310df1
54
imgui.cpp
54
imgui.cpp
@ -1971,21 +1971,21 @@ static bool NavScoreItem(ImRect cand)
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if (quadrant == g.NavMoveDir)
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{
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// Does it beat the current best candidate?
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if (dist_box < g.NavMoveResultBestDistBox)
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if (dist_box < g.NavMoveResultDistBox)
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{
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g.NavMoveResultBestDistBox = dist_box;
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g.NavMoveResultBestDistCenter = dist_center;
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g.NavMoveResultDistBox = dist_box;
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g.NavMoveResultDistCenter = dist_center;
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return true;
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}
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if (dist_box == g.NavMoveResultBestDistBox)
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if (dist_box == g.NavMoveResultDistBox)
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{
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// Try using distance between center points to break ties
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if (dist_center < g.NavMoveResultBestDistCenter)
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if (dist_center < g.NavMoveResultDistCenter)
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{
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g.NavMoveResultBestDistCenter = dist_center;
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g.NavMoveResultDistCenter = dist_center;
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new_best = true;
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}
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else if (dist_center == g.NavMoveResultBestDistCenter)
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else if (dist_center == g.NavMoveResultDistCenter)
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{
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// Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" buttons
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// (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),
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@ -1999,10 +1999,10 @@ static bool NavScoreItem(ImRect cand)
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// Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches
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// are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness)
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// This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too.
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if (g.NavMoveResultBestDistBox == FLT_MAX)
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if (dist_axial < g.NavMoveResultBestDistAxial) // Check axial match
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if (g.NavMoveResultDistBox == FLT_MAX)
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if (dist_axial < g.NavMoveResultDistAxial) // Check axial match
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if ((g.NavMoveDir == ImGuiNavDir_W && dax < 0.0f) || (g.NavMoveDir == ImGuiNavDir_E && dax > 0.0f) || (g.NavMoveDir == ImGuiNavDir_N && day < 0.0f) || (g.NavMoveDir == ImGuiNavDir_S && day > 0.0f))
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g.NavMoveResultBestDistAxial = dist_axial, new_best = true;
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g.NavMoveResultDistAxial = dist_axial, new_best = true;
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return new_best;
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}
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@ -2055,9 +2055,9 @@ bool ImGui::ItemAdd(const ImRect& bb, const ImGuiID* id, const ImRect* nav_bb_ar
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const ImRect& nav_bb = nav_bb_arg ? *nav_bb_arg : bb;
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if (NavScoreItem(nav_bb)) //if (!DEBUG || g.NavMoveRequest)
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{
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g.NavMoveResultBestId = *id;
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g.NavMoveResultBestRefRectRel = ImRect(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos);
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//g.OverlayDrawList.AddRectFilled(g.NavRefRectScreen.Min, g.NavRefRectScreen.Max+ImVec2(2,2), IM_COL32(255,255,0,255)); // [DEBUG]
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g.NavMoveResultId = *id;
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g.NavMoveResultRectRel = ImRect(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos);
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//g.OverlayDrawList.AddRectFilled(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max+ImVec2(2,2), IM_COL32(255,255,0,255)); // [DEBUG]
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//g.OverlayDrawList.AddRectFilled(nav_bb.Min, nav_bb.Max, IM_COL32(255,0,255,100)); // [DEBUG]
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//g.OverlayDrawList.AddText(nav_bb.Min, ~0U, "new_best"); // [DEBUG]
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}
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@ -2326,38 +2326,38 @@ static void NavUpdate()
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ImRect window_rect_rel(g.NavWindow->InnerRect.Min - g.NavWindow->Pos, g.NavWindow->InnerRect.Max - g.NavWindow->Pos);
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window_rect_rel.Expand(1.0f);
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//g.OverlayDrawList.AddRect(g.NavWindow->Pos + window_rect_rel.Min, g.NavWindow->Pos + window_rect_rel.Max, IM_COL32_WHITE); // [DEBUG]
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if (g.NavWindow && g.NavMoveResultBestId != 0 && !window_rect_rel.Contains(g.NavMoveResultBestRefRectRel))
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if (g.NavWindow && g.NavMoveResultId != 0 && !window_rect_rel.Contains(g.NavMoveResultRectRel))
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{
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if (g.NavWindow->ScrollbarX && g.NavMoveResultBestRefRectRel.Min.x < window_rect_rel.Min.x)
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if (g.NavWindow->ScrollbarX && g.NavMoveResultRectRel.Min.x < window_rect_rel.Min.x)
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{
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g.NavWindow->ScrollTarget.x = g.NavMoveResultBestRefRectRel.Min.x + g.NavWindow->Scroll.x - g.Style.ItemSpacing.x;
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g.NavWindow->ScrollTarget.x = g.NavMoveResultRectRel.Min.x + g.NavWindow->Scroll.x - g.Style.ItemSpacing.x;
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g.NavWindow->ScrollTargetCenterRatio.x = 0.0f;
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}
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else if (g.NavWindow->ScrollbarX && g.NavMoveResultBestRefRectRel.Max.x >= window_rect_rel.Max.x)
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else if (g.NavWindow->ScrollbarX && g.NavMoveResultRectRel.Max.x >= window_rect_rel.Max.x)
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{
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g.NavWindow->ScrollTarget.x = g.NavMoveResultBestRefRectRel.Max.x + g.NavWindow->Scroll.x + g.Style.ItemSpacing.x;
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g.NavWindow->ScrollTarget.x = g.NavMoveResultRectRel.Max.x + g.NavWindow->Scroll.x + g.Style.ItemSpacing.x;
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g.NavWindow->ScrollTargetCenterRatio.x = 1.0f;
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}
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if (g.NavMoveResultBestRefRectRel.Min.y < window_rect_rel.Min.y)
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if (g.NavMoveResultRectRel.Min.y < window_rect_rel.Min.y)
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{
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g.NavWindow->ScrollTarget.y = g.NavMoveResultBestRefRectRel.Min.y + g.NavWindow->Scroll.y - g.Style.ItemSpacing.y;
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g.NavWindow->ScrollTarget.y = g.NavMoveResultRectRel.Min.y + g.NavWindow->Scroll.y - g.Style.ItemSpacing.y;
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g.NavWindow->ScrollTargetCenterRatio.y = 0.0f;
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}
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else if (g.NavMoveResultBestRefRectRel.Max.y >= window_rect_rel.Max.y)
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else if (g.NavMoveResultRectRel.Max.y >= window_rect_rel.Max.y)
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{
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g.NavWindow->ScrollTarget.y = g.NavMoveResultBestRefRectRel.Max.y + g.NavWindow->Scroll.y + g.Style.ItemSpacing.y;
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g.NavWindow->ScrollTarget.y = g.NavMoveResultRectRel.Max.y + g.NavWindow->Scroll.y + g.Style.ItemSpacing.y;
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g.NavWindow->ScrollTargetCenterRatio.y = 1.0f;
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}
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}
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}
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if (g.NavMoveRequest && g.NavMoveResultBestId != 0)
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if (g.NavMoveRequest && g.NavMoveResultId != 0)
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{
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// Apply result from previous navigation directional move request
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IM_ASSERT(g.NavWindow);
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ImGui::SetActiveID(0);
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g.NavId = g.NavWindow->NavLastId = g.NavMoveResultBestId;
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g.NavRefRectRel = g.NavMoveResultBestRefRectRel;
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g.NavId = g.NavWindow->NavLastId = g.NavMoveResultId;
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g.NavRefRectRel = g.NavMoveResultRectRel;
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g.NavMousePosDirty = true;
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g.NavDisableHighlight = false;
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g.NavDisableMouseHover = true;
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@ -2476,8 +2476,8 @@ static void NavUpdate()
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}
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// Reset search
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g.NavMoveResultBestId = 0;
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g.NavMoveResultBestDistAxial = g.NavMoveResultBestDistBox = g.NavMoveResultBestDistCenter = FLT_MAX;
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g.NavMoveResultId = 0;
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g.NavMoveResultDistAxial = g.NavMoveResultDistBox = g.NavMoveResultDistCenter = FLT_MAX;
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// 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)
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g.NavScoringRectScreen = g.NavWindow ? ImRect(g.NavWindow->Pos + g.NavRefRectRel.Min, g.NavWindow->Pos + g.NavRefRectRel.Max) : ImRect();
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@ -420,11 +420,11 @@ struct ImGuiContext
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bool NavInitDefaultResultExplicit; // Whether the result was explicitly requested with SetItemDefaultFocus()
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bool NavMoveRequest; // Move request for this frame
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ImGuiNavDir NavMoveDir; // West/East/North/South
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ImGuiID NavMoveResultBestId; // Best move request candidate
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float NavMoveResultBestDistBox; // Best move request candidate box distance to current NavId
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float NavMoveResultBestDistCenter; // Best move request candidate center distance to current NavId
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float NavMoveResultBestDistAxial;
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ImRect NavMoveResultBestRefRectRel; // Best move request candidate bounding box in window space
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ImGuiID NavMoveResultId; // Best move request candidate
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float NavMoveResultDistBox; // Best move request candidate box distance to current NavId
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float NavMoveResultDistCenter; // Best move request candidate center distance to current NavId
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float NavMoveResultDistAxial;
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ImRect NavMoveResultRectRel; // Best move request candidate bounding box in window relative space
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// Storage for SetNexWindow** and SetNextTreeNode*** functions
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ImVec2 SetNextWindowPosVal;
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@ -524,8 +524,8 @@ struct ImGuiContext
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NavInitDefaultResultExplicit = false;
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NavMoveRequest = false;
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NavMoveDir = ImGuiNavDir_None;
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NavMoveResultBestId = 0;
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NavMoveResultBestDistBox = NavMoveResultBestDistCenter = NavMoveResultBestDistAxial = 0.0f;
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NavMoveResultId = 0;
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NavMoveResultDistBox = NavMoveResultDistCenter = NavMoveResultDistAxial = 0.0f;
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SetNextWindowPosVal = ImVec2(0.0f, 0.0f);
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SetNextWindowSizeVal = ImVec2(0.0f, 0.0f);
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