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Refactor: Internals: Moved Navigation functions in imgui.cpp in their own section (moved NavUpdate which would not diff properly unless empty lines were removed, hence the previous patch). (part 5) (#2036, #787)
This commit is contained in:
parent
73052dc00c
commit
84eb2682b7
496
imgui.cpp
496
imgui.cpp
@ -2962,254 +2962,6 @@ static void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item
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}
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}
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static void ImGui::NavUpdate()
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{
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ImGuiContext& g = *GImGui;
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g.IO.WantSetMousePos = false;
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#if 0
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if (g.NavScoringCount > 0) printf("[%05d] 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);
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#endif
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// Set input source as Gamepad when buttons are pressed before we map Keyboard (some features differs when used with Gamepad vs Keyboard)
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bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
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bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
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if (nav_gamepad_active)
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if (g.IO.NavInputs[ImGuiNavInput_Activate] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Input] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Cancel] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Menu] > 0.0f)
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g.NavInputSource = ImGuiInputSource_NavGamepad;
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// Update Keyboard->Nav inputs mapping
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if (nav_keyboard_active)
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{
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#define NAV_MAP_KEY(_KEY, _NAV_INPUT) if (IsKeyDown(g.IO.KeyMap[_KEY])) { g.IO.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; }
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NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate );
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NAV_MAP_KEY(ImGuiKey_Enter, ImGuiNavInput_Input );
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NAV_MAP_KEY(ImGuiKey_Escape, ImGuiNavInput_Cancel );
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NAV_MAP_KEY(ImGuiKey_LeftArrow, ImGuiNavInput_KeyLeft_ );
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NAV_MAP_KEY(ImGuiKey_RightArrow,ImGuiNavInput_KeyRight_);
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NAV_MAP_KEY(ImGuiKey_UpArrow, ImGuiNavInput_KeyUp_ );
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NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ );
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if (g.IO.KeyCtrl) g.IO.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f;
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if (g.IO.KeyShift) g.IO.NavInputs[ImGuiNavInput_TweakFast] = 1.0f;
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if (g.IO.KeyAlt) g.IO.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f;
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#undef NAV_MAP_KEY
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}
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memcpy(g.IO.NavInputsDownDurationPrev, g.IO.NavInputsDownDuration, sizeof(g.IO.NavInputsDownDuration));
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for (int i = 0; i < IM_ARRAYSIZE(g.IO.NavInputs); i++)
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g.IO.NavInputsDownDuration[i] = (g.IO.NavInputs[i] > 0.0f) ? (g.IO.NavInputsDownDuration[i] < 0.0f ? 0.0f : g.IO.NavInputsDownDuration[i] + g.IO.DeltaTime) : -1.0f;
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// Process navigation init request (select first/default focus)
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if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove))
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{
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// Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
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IM_ASSERT(g.NavWindow);
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if (g.NavInitRequestFromMove)
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SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, g.NavInitResultRectRel);
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else
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SetNavID(g.NavInitResultId, g.NavLayer);
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g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel;
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}
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g.NavInitRequest = false;
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g.NavInitRequestFromMove = false;
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g.NavInitResultId = 0;
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g.NavJustMovedToId = 0;
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// Process navigation move request
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if (g.NavMoveRequest && (g.NavMoveResultLocal.ID != 0 || g.NavMoveResultOther.ID != 0))
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NavUpdateMoveResult();
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// When a forwarded move request failed, we restore the highlight that we disabled during the forward frame
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if (g.NavMoveRequestForward == ImGuiNavForward_ForwardActive)
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{
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IM_ASSERT(g.NavMoveRequest);
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if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0)
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g.NavDisableHighlight = false;
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g.NavMoveRequestForward = ImGuiNavForward_None;
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}
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// Apply application mouse position movement, after we had a chance to process move request result.
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if (g.NavMousePosDirty && g.NavIdIsAlive)
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{
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// Set mouse position given our knowledge of the navigated item position from last frame
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if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (g.IO.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
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{
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if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
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{
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g.IO.MousePos = g.IO.MousePosPrev = NavCalcPreferredRefPos();
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g.IO.WantSetMousePos = true;
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}
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}
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g.NavMousePosDirty = false;
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}
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g.NavIdIsAlive = false;
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g.NavJustTabbedId = 0;
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IM_ASSERT(g.NavLayer == 0 || g.NavLayer == 1);
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// Store our return window (for returning from Layer 1 to Layer 0) and clear it as soon as we step back in our own Layer 0
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if (g.NavWindow)
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NavSaveLastChildNavWindow(g.NavWindow);
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if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == 0)
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g.NavWindow->NavLastChildNavWindow = NULL;
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// Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.)
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NavUpdateWindowing();
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// Set output flags for user application
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g.IO.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
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g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL) || g.NavInitRequest;
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// Process NavCancel input (to close a popup, get back to parent, clear focus)
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if (IsNavInputPressed(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed))
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{
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if (g.ActiveId != 0)
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{
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ClearActiveID();
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}
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else if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow) && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow)
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{
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// Exit child window
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ImGuiWindow* child_window = g.NavWindow;
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ImGuiWindow* parent_window = g.NavWindow->ParentWindow;
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IM_ASSERT(child_window->ChildId != 0);
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FocusWindow(parent_window);
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SetNavID(child_window->ChildId, 0);
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g.NavIdIsAlive = false;
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if (g.NavDisableMouseHover)
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g.NavMousePosDirty = true;
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}
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else if (g.OpenPopupStack.Size > 0)
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{
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// Close open popup/menu
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if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
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ClosePopupToLevel(g.OpenPopupStack.Size - 1);
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}
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else if (g.NavLayer != 0)
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{
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// Leave the "menu" layer
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NavRestoreLayer(0);
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}
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else
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{
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// Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were
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if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
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g.NavWindow->NavLastIds[0] = 0;
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g.NavId = 0;
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}
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}
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// Process manual activation request
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g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = 0;
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if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
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{
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bool activate_down = IsNavInputDown(ImGuiNavInput_Activate);
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bool activate_pressed = activate_down && IsNavInputPressed(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed);
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if (g.ActiveId == 0 && activate_pressed)
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g.NavActivateId = g.NavId;
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if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down)
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g.NavActivateDownId = g.NavId;
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if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed)
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g.NavActivatePressedId = g.NavId;
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if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputPressed(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed))
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g.NavInputId = g.NavId;
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}
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if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
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g.NavDisableHighlight = true;
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if (g.NavActivateId != 0)
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IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
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g.NavMoveRequest = false;
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// Process programmatic activation request
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if (g.NavNextActivateId != 0)
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g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = g.NavNextActivateId;
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g.NavNextActivateId = 0;
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// Initiate directional inputs request
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const int allowed_dir_flags = (g.ActiveId == 0) ? ~0 : g.ActiveIdAllowNavDirFlags;
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if (g.NavMoveRequestForward == ImGuiNavForward_None)
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{
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g.NavMoveDir = ImGuiDir_None;
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g.NavMoveRequestFlags = 0;
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if (g.NavWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
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{
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if ((allowed_dir_flags & (1<<ImGuiDir_Left)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadLeft, ImGuiNavInput_KeyLeft_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Left;
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if ((allowed_dir_flags & (1<<ImGuiDir_Right)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadRight,ImGuiNavInput_KeyRight_,ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Right;
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if ((allowed_dir_flags & (1<<ImGuiDir_Up)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadUp, ImGuiNavInput_KeyUp_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Up;
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if ((allowed_dir_flags & (1<<ImGuiDir_Down)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadDown, ImGuiNavInput_KeyDown_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Down;
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}
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g.NavMoveClipDir = g.NavMoveDir;
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}
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else
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{
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// 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)
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// (Preserve g.NavMoveRequestFlags, g.NavMoveClipDir which were set by the NavMoveRequestForward() function)
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IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);
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IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_ForwardQueued);
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g.NavMoveRequestForward = ImGuiNavForward_ForwardActive;
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}
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// Update PageUp/PageDown scroll
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float nav_scoring_rect_offset_y = 0.0f;
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if (nav_keyboard_active)
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nav_scoring_rect_offset_y = NavUpdatePageUpPageDown(allowed_dir_flags);
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// If we initiate a movement request and have no current NavId, we initiate a InitDefautRequest that will be used as a fallback if the direction fails to find a match
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if (g.NavMoveDir != ImGuiDir_None)
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{
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g.NavMoveRequest = true;
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g.NavMoveDirLast = g.NavMoveDir;
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}
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if (g.NavMoveRequest && g.NavId == 0)
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{
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g.NavInitRequest = g.NavInitRequestFromMove = true;
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g.NavInitResultId = 0;
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g.NavDisableHighlight = false;
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}
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NavUpdateAnyRequestFlag();
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// Scrolling
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if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
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{
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// *Fallback* manual-scroll with Nav directional keys when window has no navigable item
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ImGuiWindow* window = g.NavWindow;
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const float scroll_speed = ImFloor(window->CalcFontSize() * 100 * g.IO.DeltaTime + 0.5f); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
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if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest)
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{
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if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right)
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SetWindowScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
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if (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down)
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SetWindowScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
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}
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// *Normal* Manual scroll with NavScrollXXX keys
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// Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
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ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f/10.0f, 10.0f);
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if (scroll_dir.x != 0.0f && window->ScrollbarX)
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{
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SetWindowScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed));
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g.NavMoveFromClampedRefRect = true;
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}
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if (scroll_dir.y != 0.0f)
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{
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SetWindowScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed));
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g.NavMoveFromClampedRefRect = true;
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}
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}
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// Reset search results
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g.NavMoveResultLocal.Clear();
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g.NavMoveResultLocalVisibleSet.Clear();
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g.NavMoveResultOther.Clear();
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// When we have manually scrolled (without using navigation) and NavId becomes out of bounds, we project its bounding box to the visible area to restart navigation within visible items
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if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == 0)
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{
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ImGuiWindow* window = g.NavWindow;
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ImRect window_rect_rel(window->InnerMainRect.Min - window->Pos - ImVec2(1,1), window->InnerMainRect.Max - window->Pos + ImVec2(1,1));
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if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
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{
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float pad = window->CalcFontSize() * 0.5f;
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window_rect_rel.Expand(ImVec2(-ImMin(window_rect_rel.GetWidth(), pad), -ImMin(window_rect_rel.GetHeight(), pad))); // Terrible approximation for the intent of starting navigation from first fully visible item
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window->NavRectRel[g.NavLayer].ClipWith(window_rect_rel);
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g.NavId = 0;
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}
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g.NavMoveFromClampedRefRect = false;
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}
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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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ImRect nav_rect_rel = (g.NavWindow && !g.NavWindow->NavRectRel[g.NavLayer].IsInverted()) ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0,0,0,0);
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g.NavScoringRectScreen = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : GetViewportRect();
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g.NavScoringRectScreen.TranslateY(nav_scoring_rect_offset_y);
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g.NavScoringRectScreen.Min.x = ImMin(g.NavScoringRectScreen.Min.x + 1.0f, g.NavScoringRectScreen.Max.x);
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g.NavScoringRectScreen.Max.x = g.NavScoringRectScreen.Min.x;
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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().
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//g.OverlayDrawList.AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG]
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g.NavScoringCount = 0;
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#if IMGUI_DEBUG_NAV_RECTS
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if (g.NavWindow) { for (int layer = 0; layer < 2; layer++) GetOverlayDrawList()->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG]
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if (g.NavWindow) { ImU32 col = (g.NavWindow->HiddenFrames == 0) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); g.OverlayDrawList.AddCircleFilled(p, 3.0f, col); g.OverlayDrawList.AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
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#endif
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}
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void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
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{
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// Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows.
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@ -7764,7 +7516,253 @@ void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags mov
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}
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}
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//
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static void ImGui::NavUpdate()
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{
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ImGuiContext& g = *GImGui;
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g.IO.WantSetMousePos = false;
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#if 0
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if (g.NavScoringCount > 0) printf("[%05d] 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);
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#endif
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// Set input source as Gamepad when buttons are pressed before we map Keyboard (some features differs when used with Gamepad vs Keyboard)
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bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
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bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
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if (nav_gamepad_active)
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if (g.IO.NavInputs[ImGuiNavInput_Activate] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Input] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Cancel] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Menu] > 0.0f)
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g.NavInputSource = ImGuiInputSource_NavGamepad;
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// Update Keyboard->Nav inputs mapping
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if (nav_keyboard_active)
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{
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#define NAV_MAP_KEY(_KEY, _NAV_INPUT) if (IsKeyDown(g.IO.KeyMap[_KEY])) { g.IO.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; }
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NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate );
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NAV_MAP_KEY(ImGuiKey_Enter, ImGuiNavInput_Input );
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NAV_MAP_KEY(ImGuiKey_Escape, ImGuiNavInput_Cancel );
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NAV_MAP_KEY(ImGuiKey_LeftArrow, ImGuiNavInput_KeyLeft_ );
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NAV_MAP_KEY(ImGuiKey_RightArrow,ImGuiNavInput_KeyRight_);
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NAV_MAP_KEY(ImGuiKey_UpArrow, ImGuiNavInput_KeyUp_ );
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NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ );
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if (g.IO.KeyCtrl) g.IO.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f;
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if (g.IO.KeyShift) g.IO.NavInputs[ImGuiNavInput_TweakFast] = 1.0f;
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if (g.IO.KeyAlt) g.IO.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f;
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#undef NAV_MAP_KEY
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}
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memcpy(g.IO.NavInputsDownDurationPrev, g.IO.NavInputsDownDuration, sizeof(g.IO.NavInputsDownDuration));
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for (int i = 0; i < IM_ARRAYSIZE(g.IO.NavInputs); i++)
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g.IO.NavInputsDownDuration[i] = (g.IO.NavInputs[i] > 0.0f) ? (g.IO.NavInputsDownDuration[i] < 0.0f ? 0.0f : g.IO.NavInputsDownDuration[i] + g.IO.DeltaTime) : -1.0f;
|
||||
// Process navigation init request (select first/default focus)
|
||||
if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove))
|
||||
{
|
||||
// Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
|
||||
IM_ASSERT(g.NavWindow);
|
||||
if (g.NavInitRequestFromMove)
|
||||
SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, g.NavInitResultRectRel);
|
||||
else
|
||||
SetNavID(g.NavInitResultId, g.NavLayer);
|
||||
g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel;
|
||||
}
|
||||
g.NavInitRequest = false;
|
||||
g.NavInitRequestFromMove = false;
|
||||
g.NavInitResultId = 0;
|
||||
g.NavJustMovedToId = 0;
|
||||
// Process navigation move request
|
||||
if (g.NavMoveRequest && (g.NavMoveResultLocal.ID != 0 || g.NavMoveResultOther.ID != 0))
|
||||
NavUpdateMoveResult();
|
||||
// When a forwarded move request failed, we restore the highlight that we disabled during the forward frame
|
||||
if (g.NavMoveRequestForward == ImGuiNavForward_ForwardActive)
|
||||
{
|
||||
IM_ASSERT(g.NavMoveRequest);
|
||||
if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0)
|
||||
g.NavDisableHighlight = false;
|
||||
g.NavMoveRequestForward = ImGuiNavForward_None;
|
||||
}
|
||||
// Apply application mouse position movement, after we had a chance to process move request result.
|
||||
if (g.NavMousePosDirty && g.NavIdIsAlive)
|
||||
{
|
||||
// Set mouse position given our knowledge of the navigated item position from last frame
|
||||
if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (g.IO.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
|
||||
{
|
||||
if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
|
||||
{
|
||||
g.IO.MousePos = g.IO.MousePosPrev = NavCalcPreferredRefPos();
|
||||
g.IO.WantSetMousePos = true;
|
||||
}
|
||||
}
|
||||
g.NavMousePosDirty = false;
|
||||
}
|
||||
g.NavIdIsAlive = false;
|
||||
g.NavJustTabbedId = 0;
|
||||
IM_ASSERT(g.NavLayer == 0 || g.NavLayer == 1);
|
||||
// Store our return window (for returning from Layer 1 to Layer 0) and clear it as soon as we step back in our own Layer 0
|
||||
if (g.NavWindow)
|
||||
NavSaveLastChildNavWindow(g.NavWindow);
|
||||
if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == 0)
|
||||
g.NavWindow->NavLastChildNavWindow = NULL;
|
||||
// Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.)
|
||||
NavUpdateWindowing();
|
||||
// Set output flags for user application
|
||||
g.IO.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
|
||||
g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL) || g.NavInitRequest;
|
||||
// Process NavCancel input (to close a popup, get back to parent, clear focus)
|
||||
if (IsNavInputPressed(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed))
|
||||
{
|
||||
if (g.ActiveId != 0)
|
||||
{
|
||||
ClearActiveID();
|
||||
}
|
||||
else if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow) && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow)
|
||||
{
|
||||
// Exit child window
|
||||
ImGuiWindow* child_window = g.NavWindow;
|
||||
ImGuiWindow* parent_window = g.NavWindow->ParentWindow;
|
||||
IM_ASSERT(child_window->ChildId != 0);
|
||||
FocusWindow(parent_window);
|
||||
SetNavID(child_window->ChildId, 0);
|
||||
g.NavIdIsAlive = false;
|
||||
if (g.NavDisableMouseHover)
|
||||
g.NavMousePosDirty = true;
|
||||
}
|
||||
else if (g.OpenPopupStack.Size > 0)
|
||||
{
|
||||
// Close open popup/menu
|
||||
if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
|
||||
ClosePopupToLevel(g.OpenPopupStack.Size - 1);
|
||||
}
|
||||
else if (g.NavLayer != 0)
|
||||
{
|
||||
// Leave the "menu" layer
|
||||
NavRestoreLayer(0);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were
|
||||
if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
|
||||
g.NavWindow->NavLastIds[0] = 0;
|
||||
g.NavId = 0;
|
||||
}
|
||||
}
|
||||
// Process manual activation request
|
||||
g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = 0;
|
||||
if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
|
||||
{
|
||||
bool activate_down = IsNavInputDown(ImGuiNavInput_Activate);
|
||||
bool activate_pressed = activate_down && IsNavInputPressed(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed);
|
||||
if (g.ActiveId == 0 && activate_pressed)
|
||||
g.NavActivateId = g.NavId;
|
||||
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) && IsNavInputPressed(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed))
|
||||
g.NavInputId = g.NavId;
|
||||
}
|
||||
if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
|
||||
g.NavDisableHighlight = true;
|
||||
if (g.NavActivateId != 0)
|
||||
IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
|
||||
g.NavMoveRequest = false;
|
||||
// Process programmatic activation request
|
||||
if (g.NavNextActivateId != 0)
|
||||
g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = g.NavNextActivateId;
|
||||
g.NavNextActivateId = 0;
|
||||
// Initiate directional inputs request
|
||||
const int allowed_dir_flags = (g.ActiveId == 0) ? ~0 : g.ActiveIdAllowNavDirFlags;
|
||||
if (g.NavMoveRequestForward == ImGuiNavForward_None)
|
||||
{
|
||||
g.NavMoveDir = ImGuiDir_None;
|
||||
g.NavMoveRequestFlags = 0;
|
||||
if (g.NavWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
|
||||
{
|
||||
if ((allowed_dir_flags & (1<<ImGuiDir_Left)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadLeft, ImGuiNavInput_KeyLeft_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Left;
|
||||
if ((allowed_dir_flags & (1<<ImGuiDir_Right)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadRight,ImGuiNavInput_KeyRight_,ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Right;
|
||||
if ((allowed_dir_flags & (1<<ImGuiDir_Up)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadUp, ImGuiNavInput_KeyUp_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Up;
|
||||
if ((allowed_dir_flags & (1<<ImGuiDir_Down)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadDown, ImGuiNavInput_KeyDown_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Down;
|
||||
}
|
||||
g.NavMoveClipDir = g.NavMoveDir;
|
||||
}
|
||||
else
|
||||
{
|
||||
// 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 g.NavMoveRequestFlags, g.NavMoveClipDir which were set by the NavMoveRequestForward() function)
|
||||
IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);
|
||||
IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_ForwardQueued);
|
||||
g.NavMoveRequestForward = ImGuiNavForward_ForwardActive;
|
||||
}
|
||||
// Update PageUp/PageDown scroll
|
||||
float nav_scoring_rect_offset_y = 0.0f;
|
||||
if (nav_keyboard_active)
|
||||
nav_scoring_rect_offset_y = NavUpdatePageUpPageDown(allowed_dir_flags);
|
||||
// If we initiate a movement request and have no current NavId, we initiate a InitDefautRequest that will be used as a fallback if the direction fails to find a match
|
||||
if (g.NavMoveDir != ImGuiDir_None)
|
||||
{
|
||||
g.NavMoveRequest = true;
|
||||
g.NavMoveDirLast = g.NavMoveDir;
|
||||
}
|
||||
if (g.NavMoveRequest && g.NavId == 0)
|
||||
{
|
||||
g.NavInitRequest = g.NavInitRequestFromMove = true;
|
||||
g.NavInitResultId = 0;
|
||||
g.NavDisableHighlight = false;
|
||||
}
|
||||
NavUpdateAnyRequestFlag();
|
||||
// Scrolling
|
||||
if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
|
||||
{
|
||||
// *Fallback* manual-scroll with Nav directional keys when window has no navigable item
|
||||
ImGuiWindow* window = g.NavWindow;
|
||||
const float scroll_speed = ImFloor(window->CalcFontSize() * 100 * g.IO.DeltaTime + 0.5f); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
|
||||
if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest)
|
||||
{
|
||||
if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right)
|
||||
SetWindowScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
|
||||
if (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down)
|
||||
SetWindowScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
|
||||
}
|
||||
|
||||
// *Normal* Manual scroll with NavScrollXXX keys
|
||||
// Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
|
||||
ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f/10.0f, 10.0f);
|
||||
if (scroll_dir.x != 0.0f && window->ScrollbarX)
|
||||
{
|
||||
SetWindowScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed));
|
||||
g.NavMoveFromClampedRefRect = true;
|
||||
}
|
||||
if (scroll_dir.y != 0.0f)
|
||||
{
|
||||
SetWindowScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed));
|
||||
g.NavMoveFromClampedRefRect = true;
|
||||
}
|
||||
}
|
||||
// Reset search results
|
||||
g.NavMoveResultLocal.Clear();
|
||||
g.NavMoveResultLocalVisibleSet.Clear();
|
||||
g.NavMoveResultOther.Clear();
|
||||
// When we have manually scrolled (without using navigation) and NavId becomes out of bounds, we project its bounding box to the visible area to restart navigation within visible items
|
||||
if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == 0)
|
||||
{
|
||||
ImGuiWindow* window = g.NavWindow;
|
||||
ImRect window_rect_rel(window->InnerMainRect.Min - window->Pos - ImVec2(1,1), window->InnerMainRect.Max - window->Pos + ImVec2(1,1));
|
||||
if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
|
||||
{
|
||||
float pad = window->CalcFontSize() * 0.5f;
|
||||
window_rect_rel.Expand(ImVec2(-ImMin(window_rect_rel.GetWidth(), pad), -ImMin(window_rect_rel.GetHeight(), pad))); // Terrible approximation for the intent of starting navigation from first fully visible item
|
||||
window->NavRectRel[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)
|
||||
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.OverlayDrawList.AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG]
|
||||
g.NavScoringCount = 0;
|
||||
#if IMGUI_DEBUG_NAV_RECTS
|
||||
if (g.NavWindow) { for (int layer = 0; layer < 2; layer++) GetOverlayDrawList()->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG]
|
||||
if (g.NavWindow) { ImU32 col = (g.NavWindow->HiddenFrames == 0) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); g.OverlayDrawList.AddCircleFilled(p, 3.0f, col); g.OverlayDrawList.AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
|
||||
#endif
|
||||
}
|
||||
|
||||
static void ImGui::NavUpdateMoveResult()
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user