From 314e6443c9265185d2939b5c3b45582195b223ff Mon Sep 17 00:00:00 2001 From: ocornut Date: Thu, 16 Mar 2023 20:28:05 +0100 Subject: [PATCH] Internals: removed ImGuiInputSource_Nav enum, Essentially finishing the work of removing Nav a dual input source (with e.g. removal of NavInput[]). --- imgui.cpp | 9 +++++---- imgui_internal.h | 7 +++---- imgui_widgets.cpp | 10 +++++----- 3 files changed, 13 insertions(+), 13 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 226de6a3d..bba56c799 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3791,7 +3791,8 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) if (id) { g.ActiveIdIsAlive = id; - g.ActiveIdSource = (g.NavActivateId == id || g.NavJustMovedToId == id) ? (ImGuiInputSource)ImGuiInputSource_Nav : ImGuiInputSource_Mouse; + g.ActiveIdSource = (g.NavActivateId == id || g.NavJustMovedToId == id) ? g.NavInputSource : ImGuiInputSource_Mouse; + IM_ASSERT(g.ActiveIdSource != ImGuiInputSource_None); } // Clear declaration of inputs claimed by the widget @@ -5275,7 +5276,7 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, b FocusWindow(child_window); NavInitWindow(child_window, false); SetActiveID(id + 1, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item - g.ActiveIdSource = ImGuiInputSource_Nav; + g.ActiveIdSource = g.NavInputSource; } return ret; } @@ -8638,7 +8639,7 @@ void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse) #ifndef IMGUI_DISABLE_DEBUG_TOOLS static const char* GetInputSourceName(ImGuiInputSource source) { - const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Nav", "Clipboard" }; + const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Clipboard" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT); return input_source_names[source]; } @@ -10572,7 +10573,7 @@ void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) if (g.LastItemData.ID == id) window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect); - if (g.ActiveIdSource == ImGuiInputSource_Nav) + if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) g.NavDisableMouseHover = true; else g.NavDisableHighlight = true; diff --git a/imgui_internal.h b/imgui_internal.h index 471a73f31..627f7ab7f 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1258,7 +1258,6 @@ enum ImGuiInputSource ImGuiInputSource_Keyboard, ImGuiInputSource_Gamepad, ImGuiInputSource_Clipboard, // Currently only used by InputText() - ImGuiInputSource_Nav, // Stored in g.ActiveIdSource only ImGuiInputSource_COUNT }; @@ -1786,7 +1785,7 @@ struct ImGuiContext bool ActiveIdHasBeenEditedThisFrame; ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) ImGuiWindow* ActiveIdWindow; - ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard) + ImGuiInputSource ActiveIdSource; // Activating source: ImGuiInputSource_Mouse OR ImGuiInputSource_Keyboard OR ImGuiInputSource_Gamepad int ActiveIdMouseButton; ImGuiID ActiveIdPreviousFrame; bool ActiveIdPreviousFrameIsAlive; @@ -1842,7 +1841,7 @@ struct ImGuiContext ImGuiKeyChord 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. + ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS CAN ONLY BE ImGuiInputSource_Keyboard or ImGuiInputSource_Mouse 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. 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) @@ -2080,7 +2079,7 @@ struct ImGuiContext NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0; NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None; NavJustMovedToKeyMods = ImGuiMod_None; - NavInputSource = ImGuiInputSource_None; + NavInputSource = ImGuiInputSource_Keyboard; NavLayer = ImGuiNavLayer_Main; NavIdIsAlive = false; NavMousePosDirty = false; diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 884bb99b3..f25e2782e 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -622,7 +622,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. pressed = true; SetActiveID(id, window); - g.ActiveIdSource = ImGuiInputSource_Nav; + g.ActiveIdSource = g.NavInputSource; if (!(flags & ImGuiButtonFlags_NoNavFocus)) SetFocusID(id, window); } @@ -660,7 +660,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool if (!(flags & ImGuiButtonFlags_NoNavFocus)) g.NavDisableHighlight = true; } - else if (g.ActiveIdSource == ImGuiInputSource_Nav) + else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) { // When activated using Nav, we hold on the ActiveID until activation button is released if (g.NavActivateDownId != id) @@ -2245,7 +2245,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const if (g.IO.KeyShift) adjust_delta *= 10.0f; } - else if (g.ActiveIdSource == ImGuiInputSource_Nav) + else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) { const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow); @@ -2352,7 +2352,7 @@ bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v // Those are the things we can do easily outside the DragBehaviorT<> template, saves code generation. if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0]) ClearActiveID(); - else if (g.ActiveIdSource == ImGuiInputSource_Nav && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + else if ((g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) ClearActiveID(); } if (g.ActiveId != id) @@ -2821,7 +2821,7 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ set_new_value = true; } } - else if (g.ActiveIdSource == ImGuiInputSource_Nav) + else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) { if (g.ActiveIdIsJustActivated) {