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Refactor: Internals: Removing new lines from NavUpdate solely because I couldn't find another way to get a neat diff/patch when moving it. (part 4) (#2036, #787)
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f5ed5478e1
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31
imgui.cpp
31
imgui.cpp
@ -3025,19 +3025,15 @@ 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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// 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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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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@ -3054,11 +3050,9 @@ static void ImGui::NavUpdate()
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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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@ -3074,11 +3068,9 @@ static void ImGui::NavUpdate()
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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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@ -3087,7 +3079,6 @@ static void ImGui::NavUpdate()
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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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@ -3105,19 +3096,16 @@ static void ImGui::NavUpdate()
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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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@ -3156,7 +3144,6 @@ static void ImGui::NavUpdate()
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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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@ -3177,12 +3164,10 @@ static void ImGui::NavUpdate()
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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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@ -3206,28 +3191,23 @@ static void ImGui::NavUpdate()
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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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// PageUp/PageDown scroll
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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 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.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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@ -3256,12 +3236,10 @@ static void ImGui::NavUpdate()
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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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@ -3276,7 +3254,6 @@ static void ImGui::NavUpdate()
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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) : ImRect(0,0,0,0);
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