mirror of
https://github.com/ocornut/imgui.git
synced 2024-12-03 21:59:15 +08:00
Nav: small refactor of forwarding, clarified that MoveDir only set when RequestActive, removed one indent level in NavUpdatePageUpPageDown().
This commit is contained in:
parent
4351febe9f
commit
ccfb20095e
42
imgui.cpp
42
imgui.cpp
@ -8943,12 +8943,12 @@ void ImGui::NavMoveRequestCancel()
|
||||
void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_None);
|
||||
IM_ASSERT(g.NavMoveRequestForwardToNextFrame == false);
|
||||
NavMoveRequestCancel();
|
||||
g.NavMoveRequestForwardToNextFrame = true;
|
||||
g.NavMoveDir = move_dir;
|
||||
g.NavMoveClipDir = clip_dir;
|
||||
g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
|
||||
g.NavMoveRequestFlags = move_flags;
|
||||
g.NavMoveRequestFlags = move_flags | ImGuiNavMoveFlags_Forwarded;
|
||||
}
|
||||
|
||||
// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire
|
||||
@ -9151,6 +9151,7 @@ static void ImGui::NavUpdate()
|
||||
// Process navigation move request
|
||||
if (g.NavMoveRequest)
|
||||
NavMoveRequestApplyResult();
|
||||
g.NavMoveRequest = false;
|
||||
|
||||
// Apply application mouse position movement, after we had a chance to process move request result.
|
||||
if (g.NavMousePosDirty && g.NavIdIsAlive)
|
||||
@ -9203,16 +9204,24 @@ static void ImGui::NavUpdate()
|
||||
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
|
||||
if (g.NavMoveRequestForward == ImGuiNavForward_None)
|
||||
if (g.NavMoveRequestForwardToNextFrame)
|
||||
{
|
||||
// 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.NavMoveRequestFlags & ImGuiNavMoveFlags_Forwarded);
|
||||
IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir);
|
||||
g.NavMoveRequestForwardToNextFrame = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Initiate directional inputs request
|
||||
g.NavMoveDir = ImGuiDir_None;
|
||||
g.NavMoveRequestFlags = ImGuiNavMoveFlags_None;
|
||||
if (g.NavWindow && !g.NavWindowingTarget && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
|
||||
@ -9225,14 +9234,6 @@ static void ImGui::NavUpdate()
|
||||
}
|
||||
g.NavMoveClipDir = g.NavMoveDir;
|
||||
}
|
||||
else if (g.NavMoveRequestForward == ImGuiNavForward_ForwardQueued)
|
||||
{
|
||||
// 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);
|
||||
IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir);
|
||||
g.NavMoveRequestForward = ImGuiNavForward_ForwardActive;
|
||||
}
|
||||
|
||||
// Update PageUp/PageDown/Home/End scroll
|
||||
// FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag?
|
||||
@ -9256,6 +9257,8 @@ static void ImGui::NavUpdate()
|
||||
g.NavDisableHighlight = false;
|
||||
}
|
||||
NavUpdateAnyRequestFlag();
|
||||
if (g.NavMoveDir != ImGuiDir_None)
|
||||
IM_ASSERT(g.NavMoveRequest);
|
||||
|
||||
// Scrolling
|
||||
if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
|
||||
@ -9344,9 +9347,6 @@ void ImGui::NavMoveRequestApplyResult()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
|
||||
if (g.NavMoveRequestForward == ImGuiNavForward_ForwardActive)
|
||||
g.NavMoveRequestForward = ImGuiNavForward_None;
|
||||
|
||||
if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0)
|
||||
{
|
||||
// In a situation when there is no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result)
|
||||
@ -9471,8 +9471,9 @@ static float ImGui::NavUpdatePageUpPageDown()
|
||||
const bool page_down_held = IsKeyDown(io.KeyMap[ImGuiKey_PageDown]) && !IsActiveIdUsingKey(ImGuiKey_PageDown);
|
||||
const bool home_pressed = IsKeyPressed(io.KeyMap[ImGuiKey_Home]) && !IsActiveIdUsingKey(ImGuiKey_Home);
|
||||
const bool end_pressed = IsKeyPressed(io.KeyMap[ImGuiKey_End]) && !IsActiveIdUsingKey(ImGuiKey_End);
|
||||
if (page_up_held != page_down_held || home_pressed != end_pressed) // If either (not both) are pressed
|
||||
{
|
||||
if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out
|
||||
return 0.0f;
|
||||
|
||||
if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll)
|
||||
{
|
||||
// Fallback manual-scroll when window has no navigable item
|
||||
@ -9525,7 +9526,6 @@ static float ImGui::NavUpdatePageUpPageDown()
|
||||
}
|
||||
return nav_scoring_rect_offset_y;
|
||||
}
|
||||
}
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
@ -9542,7 +9542,7 @@ static void ImGui::NavEndFrame()
|
||||
ImGuiWindow* window = g.NavWindow;
|
||||
const ImGuiNavMoveFlags move_flags = g.NavMoveRequestFlags;
|
||||
const ImGuiNavMoveFlags wanted_flags = ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY;
|
||||
if (window && NavMoveRequestButNoResultYet() && (g.NavMoveRequestFlags & wanted_flags) && g.NavMoveRequestForward == ImGuiNavForward_None)
|
||||
if (window && NavMoveRequestButNoResultYet() && (g.NavMoveRequestFlags & wanted_flags) && (g.NavMoveRequestFlags & ImGuiNavMoveFlags_Forwarded) == 0)
|
||||
{
|
||||
bool do_forward = false;
|
||||
ImRect bb_rel = window->NavRectRel[g.NavLayer];
|
||||
|
@ -1181,14 +1181,8 @@ enum ImGuiNavMoveFlags_
|
||||
ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful but provided for completeness
|
||||
ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place)
|
||||
ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisibleSet that only comprise elements that are already fully visible (used by PageUp/PageDown)
|
||||
ImGuiNavMoveFlags_ScrollToEdge = 1 << 6
|
||||
};
|
||||
|
||||
enum ImGuiNavForward
|
||||
{
|
||||
ImGuiNavForward_None,
|
||||
ImGuiNavForward_ForwardQueued,
|
||||
ImGuiNavForward_ForwardActive
|
||||
ImGuiNavMoveFlags_ScrollToEdge = 1 << 6,
|
||||
ImGuiNavMoveFlags_Forwarded = 1 << 7
|
||||
};
|
||||
|
||||
enum ImGuiNavLayer
|
||||
@ -1525,14 +1519,14 @@ struct ImGuiContext
|
||||
bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default)
|
||||
bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover)
|
||||
bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again.
|
||||
bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest
|
||||
bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest this is to perform early out in ItemAdd()
|
||||
bool NavInitRequest; // Init request for appearing window to select first item
|
||||
bool NavInitRequestFromMove;
|
||||
ImGuiID NavInitResultId; // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called)
|
||||
ImRect NavInitResultRectRel; // Init request result rectangle (relative to parent window)
|
||||
bool NavMoveRequest; // Move request for this frame
|
||||
bool NavMoveRequestForwardToNextFrame;
|
||||
ImGuiNavMoveFlags NavMoveRequestFlags;
|
||||
ImGuiNavForward NavMoveRequestForward; // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu)
|
||||
ImGuiKeyModFlags NavMoveRequestKeyMods;
|
||||
ImGuiDir NavMoveDir, NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request
|
||||
ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename?
|
||||
@ -1733,8 +1727,8 @@ struct ImGuiContext
|
||||
NavInitRequestFromMove = false;
|
||||
NavInitResultId = 0;
|
||||
NavMoveRequest = false;
|
||||
NavMoveRequestForwardToNextFrame = false;
|
||||
NavMoveRequestFlags = ImGuiNavMoveFlags_None;
|
||||
NavMoveRequestForward = ImGuiNavForward_None;
|
||||
NavMoveRequestKeyMods = ImGuiKeyModFlags_None;
|
||||
NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None;
|
||||
|
||||
|
@ -5897,12 +5897,12 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
|
||||
toggled = true;
|
||||
}
|
||||
|
||||
if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Left && is_open)
|
||||
if (g.NavId == id && g.NavMoveDir == ImGuiDir_Left && is_open)
|
||||
{
|
||||
toggled = true;
|
||||
NavMoveRequestCancel();
|
||||
}
|
||||
if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority?
|
||||
if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority?
|
||||
{
|
||||
toggled = true;
|
||||
NavMoveRequestCancel();
|
||||
@ -6690,7 +6690,7 @@ void ImGui::EndMenuBar()
|
||||
ImGuiWindow* nav_earliest_child = g.NavWindow;
|
||||
while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu))
|
||||
nav_earliest_child = nav_earliest_child->ParentWindow;
|
||||
if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && g.NavMoveRequestForward == ImGuiNavForward_None)
|
||||
if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && (g.NavMoveRequestFlags & ImGuiNavMoveFlags_Forwarded) == 0)
|
||||
{
|
||||
// To do so we claim focus back, restore NavId and then process the movement request for yet another frame.
|
||||
// This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth bothering)
|
||||
@ -6910,7 +6910,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
|
||||
want_close = menu_is_open;
|
||||
want_open = !menu_is_open;
|
||||
}
|
||||
if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open
|
||||
if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open
|
||||
{
|
||||
want_open = true;
|
||||
NavMoveRequestCancel();
|
||||
@ -6928,7 +6928,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
|
||||
{
|
||||
want_open = true;
|
||||
}
|
||||
else if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open
|
||||
else if (g.NavId == id && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open
|
||||
{
|
||||
want_open = true;
|
||||
NavMoveRequestCancel();
|
||||
|
Loading…
Reference in New Issue
Block a user