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Nav: Draft internal api to forward move request with loop/wrap options. Will rework for parallel scoring of two paths (as a generalization of the NavFlattened concept). (#787)
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parent
e11610d6ff
commit
99ff6fc7e4
66
imgui.cpp
66
imgui.cpp
@ -2251,7 +2251,7 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
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// We perform scoring on items bounding box clipped by the current clipping rectangle on the other axis (clipping on our movement axis would give us equal scores for all clipped items)
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// For example, this ensure that items in one column are not reached when moving vertically from items in another column.
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NavClampRectToVisibleAreaForMoveDir(g.NavMoveDir, cand, window->ClipRect);
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NavClampRectToVisibleAreaForMoveDir(g.NavMoveClipDir, cand, window->ClipRect);
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// Compute distance between boxes
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// FIXME-NAV: Introducing biases for vertical navigation, needs to be removed.
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@ -3227,6 +3227,7 @@ static void ImGui::NavUpdate()
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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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@ -3234,11 +3235,13 @@ static void ImGui::NavUpdate()
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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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IM_ASSERT(g.NavMoveDir != ImGuiDir_None);
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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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@ -4547,9 +4550,11 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items
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const ImVec2 pos = window->DC.CursorPos;
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int start = (int)((window->ClipRect.Min.y - pos.y) / items_height);
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int end = (int)((window->ClipRect.Max.y - pos.y) / items_height);
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if (g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Up) // When performing a navigation request, ensure we have one item extra in the direction we are moving to
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// When performing a navigation request, ensure we have one item extra in the direction we are moving to
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if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Up)
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start--;
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if (g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Down)
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if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Down)
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end++;
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start = ImClamp(start, 0, items_count);
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@ -5101,16 +5106,51 @@ bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags fla
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return is_open;
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}
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static void NavProcessMoveRequestWrapAround(ImGuiWindow* window)
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void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags)
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{
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ImGuiContext& g = *GImGui;
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if (g.NavWindow == window && NavMoveRequestButNoResultYet())
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if ((g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) && g.NavMoveRequestForward == ImGuiNavForward_None && g.NavLayer == 0)
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{
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g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
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ImGui::NavMoveRequestCancel();
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g.NavWindow->NavRectRel[0].Min.y = g.NavWindow->NavRectRel[0].Max.y = ((g.NavMoveDir == ImGuiDir_Up) ? ImMax(window->SizeFull.y, window->SizeContents.y) : 0.0f) - window->Scroll.y;
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}
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IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_None);
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ImGui::NavMoveRequestCancel();
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g.NavMoveDir = move_dir;
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g.NavMoveClipDir = clip_dir;
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g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
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g.NavMoveRequestFlags = move_flags;
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g.NavWindow->NavRectRel[g.NavLayer] = bb_rel;
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}
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void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags)
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{
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ImGuiContext& g = *GImGui;
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if (g.NavWindow != window || !NavMoveRequestButNoResultYet() || g.NavMoveRequestForward != ImGuiNavForward_None || g.NavLayer != 0)
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return;
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IM_ASSERT(move_flags != 0); // No points calling this with no wrapping
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ImRect bb_rel = window->NavRectRel[0];
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ImGuiDir clip_dir = g.NavMoveDir;
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if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
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{
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bb_rel.Min.x = bb_rel.Max.x = ImMax(window->SizeFull.x, window->SizeContents.x) - window->Scroll.x;
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if (move_flags & ImGuiNavMoveFlags_WrapX) { bb_rel.TranslateY(-bb_rel.GetHeight()); clip_dir = ImGuiDir_Up; }
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NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags);
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}
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if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
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{
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bb_rel.Min.x = bb_rel.Max.x = -window->Scroll.x;
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if (move_flags & ImGuiNavMoveFlags_WrapX) { bb_rel.TranslateY(+bb_rel.GetHeight()); clip_dir = ImGuiDir_Down; }
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NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags);
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}
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if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
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{
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bb_rel.Min.y = bb_rel.Max.y = ImMax(window->SizeFull.y, window->SizeContents.y) - window->Scroll.y;
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if (move_flags & ImGuiNavMoveFlags_WrapY) { bb_rel.TranslateX(-bb_rel.GetWidth()); clip_dir = ImGuiDir_Left; }
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NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags);
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}
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if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
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{
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bb_rel.Min.y = bb_rel.Max.y = -window->Scroll.y;
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if (move_flags & ImGuiNavMoveFlags_WrapY) { bb_rel.TranslateX(+bb_rel.GetWidth()); clip_dir = ImGuiDir_Right; }
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NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags);
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}
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}
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void ImGui::EndPopup()
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@ -5120,7 +5160,7 @@ void ImGui::EndPopup()
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IM_ASSERT(g.CurrentPopupStack.Size > 0);
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// Make all menus and popups wrap around for now, may need to expose that policy.
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NavProcessMoveRequestWrapAround(g.CurrentWindow);
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NavMoveRequestTryWrapping(g.CurrentWindow, ImGuiNavMoveFlags_LoopY);
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End();
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}
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@ -50,6 +50,7 @@ typedef int ImGuiItemFlags; // flags: for PushItemFlag()
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typedef int ImGuiItemStatusFlags; // flags: storage for DC.LastItemXXX // enum ImGuiItemStatusFlags_
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typedef int ImGuiNavHighlightFlags; // flags: for RenderNavHighlight() // enum ImGuiNavHighlightFlags_
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typedef int ImGuiNavDirSourceFlags; // flags: for GetNavInputAmount2d() // enum ImGuiNavDirSourceFlags_
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typedef int ImGuiNavMoveFlags; // flags: for navigation requests // enum ImGuiNavMoveFlags_
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typedef int ImGuiSeparatorFlags; // flags: for Separator() - internal // enum ImGuiSeparatorFlags_
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typedef int ImGuiSliderFlags; // flags: for SliderBehavior() // enum ImGuiSliderFlags_
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@ -302,6 +303,14 @@ enum ImGuiNavDirSourceFlags_
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ImGuiNavDirSourceFlags_PadLStick = 1 << 2
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};
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enum ImGuiNavMoveFlags_
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{
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ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side
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ImGuiNavMoveFlags_LoopY = 1 << 1,
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ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left)
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ImGuiNavMoveFlags_WrapY = 1 << 3 // This is not super useful for provided for completeness
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};
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enum ImGuiNavForward
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{
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ImGuiNavForward_None,
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@ -337,6 +346,8 @@ struct IMGUI_API ImRect
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void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; }
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void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; }
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void Translate(const ImVec2& d) { Min.x += d.x; Min.y += d.y; Max.x += d.x; Max.y += d.y; }
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void TranslateX(float dx) { Min.x += dx; Max.x += dx; }
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void TranslateY(float dy) { Min.y += dy; Max.y += dy; }
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void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display.
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void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped.
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void Floor() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; }
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@ -645,8 +656,10 @@ struct ImGuiContext
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ImRect NavInitResultRectRel;
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bool NavMoveFromClampedRefRect; // Set by manual scrolling, if we scroll to a point where NavId isn't visible we reset navigation from visible items
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bool NavMoveRequest; // Move request for this frame
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ImGuiNavMoveFlags NavMoveRequestFlags;
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ImGuiNavForward NavMoveRequestForward; // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu)
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ImGuiDir NavMoveDir, NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request
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ImGuiDir NavMoveClipDir;
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ImGuiNavMoveResult NavMoveResultLocal; // Best move request candidate within NavWindow
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ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using the NavFlattened flag)
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@ -762,8 +775,9 @@ struct ImGuiContext
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NavInitResultId = 0;
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NavMoveFromClampedRefRect = false;
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NavMoveRequest = false;
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NavMoveRequestFlags = 0;
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NavMoveRequestForward = ImGuiNavForward_None;
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NavMoveDir = NavMoveDirLast = ImGuiDir_None;
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NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None;
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ModalWindowDarkeningRatio = 0.0f;
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OverlayDrawList._Data = &DrawListSharedData;
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@ -1069,6 +1083,8 @@ namespace ImGui
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IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit);
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IMGUI_API void NavMoveRequestCancel();
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IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags);
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IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);
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IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again.
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IMGUI_API float GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode);
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