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Refactor: Internals: Moved Navigation functions in imgui.cpp in their own section (extracted some code out of NavUpdate()). (part 3) (#2036, #787)
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parent
9a4234ea8e
commit
f5ed5478e1
172
imgui.cpp
172
imgui.cpp
@ -894,7 +894,11 @@ static bool BeginChildEx(const char* name, ImGuiID id, const ImVec2&
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static void NavUpdate();
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static void NavUpdateWindowing();
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static void NavUpdateWindowingList();
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static void NavUpdateMoveResult();
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static float NavUpdatePageUpPageDown(int allowed_dir_flags);
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static inline void NavUpdateAnyRequestFlag();
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static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id);
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static ImVec2 NavCalcPreferredRefPos();
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static void UpdateMouseInputs();
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static void UpdateMouseWheel();
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@ -2362,7 +2366,7 @@ static void NavRestoreLayer(int layer)
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ImGui::NavInitWindow(g.NavWindow, true);
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}
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static inline void NavUpdateAnyRequestFlag()
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static inline void ImGui::NavUpdateAnyRequestFlag()
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{
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ImGuiContext& g = *GImGui;
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g.NavAnyRequest = g.NavMoveRequest || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL);
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@ -2723,7 +2727,7 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
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}
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}
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static ImVec2 NavCalcPreferredRefPos()
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static ImVec2 ImGui::NavCalcPreferredRefPos()
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{
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ImGuiContext& g = *GImGui;
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if (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow)
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@ -3073,44 +3077,7 @@ static void ImGui::NavUpdate()
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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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{
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// Select which result to use
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ImGuiNavMoveResult* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
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// PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.
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if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)
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if (g.NavMoveResultLocalVisibleSet.ID != 0 && g.NavMoveResultLocalVisibleSet.ID != g.NavId)
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result = &g.NavMoveResultLocalVisibleSet;
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// Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules.
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if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow)
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if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter))
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result = &g.NavMoveResultOther;
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IM_ASSERT(g.NavWindow && result->Window);
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// Scroll to keep newly navigated item fully into view.
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if (g.NavLayer == 0)
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{
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ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos);
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NavScrollToBringItemIntoView(result->Window, rect_abs);
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// Estimate upcoming scroll so we can offset our result position so mouse position can be applied immediately after in NavUpdate()
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ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(result->Window, false);
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ImVec2 delta_scroll = result->Window->Scroll - next_scroll;
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result->RectRel.Translate(delta_scroll);
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// Also scroll parent window to keep us into view if necessary (we could/should technically recurse back the whole the parent hierarchy).
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if (result->Window->Flags & ImGuiWindowFlags_ChildWindow)
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NavScrollToBringItemIntoView(result->Window->ParentWindow, ImRect(rect_abs.Min + delta_scroll, rect_abs.Max + delta_scroll));
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}
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// Apply result from previous frame navigation directional move request
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ClearActiveID();
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g.NavWindow = result->Window;
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SetNavIDWithRectRel(result->ID, g.NavLayer, result->RectRel);
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g.NavJustMovedToId = result->ID;
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g.NavMoveFromClampedRefRect = false;
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}
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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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@ -3242,42 +3209,8 @@ static void ImGui::NavUpdate()
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// PageUp/PageDown scroll
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float nav_scoring_rect_offset_y = 0.0f;
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if (nav_keyboard_active && g.NavMoveDir == ImGuiDir_None && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget && g.NavLayer == 0)
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{
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ImGuiWindow* window = g.NavWindow;
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bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && (allowed_dir_flags & (1 << ImGuiDir_Up));
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bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && (allowed_dir_flags & (1 << ImGuiDir_Down));
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if ((page_up_held && !page_down_held) || (page_down_held && !page_up_held))
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{
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if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll)
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{
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// Fallback manual-scroll when window has no navigable item
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if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true))
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SetWindowScrollY(window, window->Scroll.y - window->InnerClipRect.GetHeight());
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else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true))
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SetWindowScrollY(window, window->Scroll.y + window->InnerClipRect.GetHeight());
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}
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else
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{
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const ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
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const float page_offset_y = ImMax(0.0f, window->InnerClipRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
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if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true))
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{
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nav_scoring_rect_offset_y = -page_offset_y;
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g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item)
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g.NavMoveClipDir = ImGuiDir_Up;
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g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
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}
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else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true))
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{
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nav_scoring_rect_offset_y = +page_offset_y;
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g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item)
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g.NavMoveClipDir = ImGuiDir_Down;
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g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
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}
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}
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}
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}
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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 (g.NavMoveDir != ImGuiDir_None)
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{
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@ -8855,6 +8788,93 @@ 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::NavUpdateMoveResult()
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{
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// Select which result to use
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ImGuiContext& g = *GImGui;
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ImGuiNavMoveResult* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
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// PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.
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if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)
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if (g.NavMoveResultLocalVisibleSet.ID != 0 && g.NavMoveResultLocalVisibleSet.ID != g.NavId)
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result = &g.NavMoveResultLocalVisibleSet;
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// Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules.
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if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow)
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if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter))
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result = &g.NavMoveResultOther;
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IM_ASSERT(g.NavWindow && result->Window);
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// Scroll to keep newly navigated item fully into view.
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if (g.NavLayer == 0)
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{
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ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos);
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NavScrollToBringItemIntoView(result->Window, rect_abs);
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// Estimate upcoming scroll so we can offset our result position so mouse position can be applied immediately after in NavUpdate()
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ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(result->Window, false);
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ImVec2 delta_scroll = result->Window->Scroll - next_scroll;
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result->RectRel.Translate(delta_scroll);
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// Also scroll parent window to keep us into view if necessary (we could/should technically recurse back the whole the parent hierarchy).
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if (result->Window->Flags & ImGuiWindowFlags_ChildWindow)
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NavScrollToBringItemIntoView(result->Window->ParentWindow, ImRect(rect_abs.Min + delta_scroll, rect_abs.Max + delta_scroll));
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}
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// Apply result from previous frame navigation directional move request
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ClearActiveID();
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g.NavWindow = result->Window;
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SetNavIDWithRectRel(result->ID, g.NavLayer, result->RectRel);
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g.NavJustMovedToId = result->ID;
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g.NavMoveFromClampedRefRect = false;
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}
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static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags)
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{
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ImGuiContext& g = *GImGui;
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if (g.NavMoveDir == ImGuiDir_None && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget && g.NavLayer == 0)
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{
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ImGuiWindow* window = g.NavWindow;
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bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && (allowed_dir_flags & (1 << ImGuiDir_Up));
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bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && (allowed_dir_flags & (1 << ImGuiDir_Down));
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if ((page_up_held && !page_down_held) || (page_down_held && !page_up_held))
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{
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if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll)
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{
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// Fallback manual-scroll when window has no navigable item
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if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true))
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SetWindowScrollY(window, window->Scroll.y - window->InnerClipRect.GetHeight());
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else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true))
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SetWindowScrollY(window, window->Scroll.y + window->InnerClipRect.GetHeight());
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}
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else
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{
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const ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
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const float page_offset_y = ImMax(0.0f, window->InnerClipRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
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float nav_scoring_rect_offset_y = 0.0f;
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if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true))
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{
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nav_scoring_rect_offset_y = -page_offset_y;
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g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item)
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g.NavMoveClipDir = ImGuiDir_Up;
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g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
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}
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else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true))
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{
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nav_scoring_rect_offset_y = +page_offset_y;
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g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item)
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g.NavMoveClipDir = ImGuiDir_Down;
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g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
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}
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return nav_scoring_rect_offset_y;
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}
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}
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}
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return 0.0f;
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}
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//-----------------------------------------------------------------------------
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// COLUMNS
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//-----------------------------------------------------------------------------
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