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mirror of https://github.com/ocornut/imgui.git synced 2024-09-24 03:28:33 +02:00

Nav: Cleaning up + using ImGuiInputSource source enum instead of a silly bool. (#787)

This commit is contained in:
omar 2018-01-25 19:34:08 +01:00
parent d088bd86ad
commit 04d5783ffd
2 changed files with 25 additions and 23 deletions

View File

@ -2687,11 +2687,11 @@ static bool IsNavInputPressedAnyOfTwo(ImGuiNavInput n1, ImGuiNavInput n2, ImGuiI
ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor, float fast_factor)
{
ImVec2 delta(0.0f, 0.0f);
if (dir_sources & ImGuiNavDirSourceFlags_Key)
if (dir_sources & ImGuiNavDirSourceFlags_Keyboard)
delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight, mode) - GetNavInputAmount(ImGuiNavInput_KeyLeft, mode), GetNavInputAmount(ImGuiNavInput_KeyDown, mode) - GetNavInputAmount(ImGuiNavInput_KeyUp, mode));
if (dir_sources & ImGuiNavDirSourceFlags_PadLStick)
if (dir_sources & ImGuiNavDirSourceFlags_PadDPad)
delta += ImVec2(GetNavInputAmount(ImGuiNavInput_PadDpadRight, mode) - GetNavInputAmount(ImGuiNavInput_PadDpadLeft, mode), GetNavInputAmount(ImGuiNavInput_PadDpadDown, mode) - GetNavInputAmount(ImGuiNavInput_PadDpadUp, mode));
if (dir_sources & ImGuiNavDirSourceFlags_PadRStick)
if (dir_sources & ImGuiNavDirSourceFlags_PadLStick)
delta += ImVec2(GetNavInputAmount(ImGuiNavInput_PadLStickRight, mode) - GetNavInputAmount(ImGuiNavInput_PadLStickLeft, mode), GetNavInputAmount(ImGuiNavInput_PadLStickDown, mode) - GetNavInputAmount(ImGuiNavInput_PadLStickUp, mode));
if (slow_factor != 0.0f && IsNavInputDown(ImGuiNavInput_PadTweakSlow))
delta *= slow_factor;
@ -2730,12 +2730,12 @@ static void ImGui::NavUpdateWindowing()
g.NavWindowingTarget = window->RootNonPopupWindow;
g.NavWindowingHighlightTimer = g.NavWindowingHighlightAlpha = 0.0f;
g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true;
g.NavWindowingIsKeyboardMode = start_windowing_with_keyboard;
g.NavWindowingInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad;
}
// Gamepad update
g.NavWindowingHighlightTimer += g.IO.DeltaTime;
if (g.NavWindowingTarget && !g.NavWindowingIsKeyboardMode)
if (g.NavWindowingTarget && g.NavWindowingInputSource == ImGuiInputSource_NavGamepad)
{
// Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise
g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingHighlightTimer - 0.20f) / 0.05f));
@ -2761,7 +2761,7 @@ static void ImGui::NavUpdateWindowing()
}
// Keyboard: Focus
if (g.NavWindowingTarget && g.NavWindowingIsKeyboardMode)
if (g.NavWindowingTarget && g.NavWindowingInputSource == ImGuiInputSource_NavKeyboard)
{
// Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingHighlightTimer - 0.15f) / 0.04f)); // 1.0f
@ -2779,10 +2779,10 @@ static void ImGui::NavUpdateWindowing()
if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
{
ImVec2 move_delta;
if (g.NavWindowingIsKeyboardMode && !g.IO.KeyShift)
move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Key, ImGuiInputReadMode_Down);
if (!g.NavWindowingIsKeyboardMode)
move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadRStick, ImGuiInputReadMode_Down);
if (g.NavWindowingInputSource == ImGuiInputSource_NavKeyboard && !g.IO.KeyShift)
move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
if (g.NavWindowingInputSource == ImGuiInputSource_NavGamepad)
move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down);
if (move_delta.x != 0.0f || move_delta.y != 0.0f)
{
const float NAV_MOVE_SPEED = 800.0f;
@ -3043,7 +3043,7 @@ static void ImGui::NavUpdate()
// *Normal* Manual scroll with NavScrollXXX keys
// Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadRStick, ImGuiInputReadMode_Down, 1.0f/10.0f, 10.0f);
ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f/10.0f, 10.0f);
if (scroll_dir.x != 0.0f && window->ScrollbarX)
{
SetWindowScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed));
@ -5357,10 +5357,10 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
if (g.NavWindowingTarget == window)
{
ImVec2 nav_resize_delta;
if (g.NavWindowingIsKeyboardMode && g.IO.KeyShift)
nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Key, ImGuiInputReadMode_Down);
if (!g.NavWindowingIsKeyboardMode)
nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down);
if (g.NavWindowingInputSource == ImGuiInputSource_NavKeyboard && g.IO.KeyShift)
nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
if (g.NavWindowingInputSource == ImGuiInputSource_NavGamepad)
nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_Down);
if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f)
{
const float NAV_RESIZE_SPEED = 600.0f;
@ -8401,7 +8401,7 @@ bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v
}
else if (g.ActiveIdSource == ImGuiInputSource_Nav && g.NavActivateDownId == id)
{
const ImVec2 delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Key|ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_RepeatFast, 0.0f, 0.0f);
const ImVec2 delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard|ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 0.0f, 0.0f);
float delta = is_horizontal ? delta2.x : -delta2.y;
if (delta != 0.0f)
{
@ -8748,7 +8748,7 @@ bool ImGui::DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_s
}
if (g.ActiveIdSource == ImGuiInputSource_Nav)
{
adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Key|ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_RepeatFast, 1.0f/10.0f, 10.0f).x;
adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard|ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f/10.0f, 10.0f).x;
v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision));
}
adjust_delta *= v_speed;
@ -12981,7 +12981,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
}
if (ImGui::TreeNode("Basic state"))
{
const char* input_source_names[] = { "None", "Mouse", "Nav" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_Count_);
const char* input_source_names[] = { "None", "Mouse", "Nav", "NavGamepad", "NavKeyboard" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_Count_);
ImGui::Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
ImGui::Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL");
ImGui::Text("HoveredId: 0x%08X/0x%08X (%.2f sec)", g.HoveredId, g.HoveredIdPreviousFrame, g.HoveredIdTimer); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not

View File

@ -252,6 +252,8 @@ enum ImGuiInputSource
ImGuiInputSource_None = 0,
ImGuiInputSource_Mouse,
ImGuiInputSource_Nav,
ImGuiInputSource_NavKeyboard, // Only used occasionally for storage, not tested/handled by most code
ImGuiInputSource_NavGamepad, // "
ImGuiInputSource_Count_,
};
@ -285,9 +287,9 @@ enum ImGuiNavHighlightFlags_
enum ImGuiNavDirSourceFlags_
{
ImGuiNavDirSourceFlags_Key = 1 << 0,
ImGuiNavDirSourceFlags_PadLStick = 1 << 1,
ImGuiNavDirSourceFlags_PadRStick = 1 << 2
ImGuiNavDirSourceFlags_Keyboard = 1 << 0,
ImGuiNavDirSourceFlags_PadDPad = 1 << 1,
ImGuiNavDirSourceFlags_PadLStick = 1 << 2
};
// 2D axis aligned bounding-box
@ -594,7 +596,7 @@ struct ImGuiContext
float NavWindowingHighlightTimer;
float NavWindowingHighlightAlpha;
bool NavWindowingToggleLayer;
bool NavWindowingIsKeyboardMode; // Gamepad or keyboard mode
ImGuiInputSource NavWindowingInputSource; // Gamepad or keyboard mode
int 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.
int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing
bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRefRectRel is valid
@ -714,7 +716,7 @@ struct ImGuiContext
NavWindowingTarget = NULL;
NavWindowingHighlightTimer = NavWindowingHighlightAlpha = 0.0f;
NavWindowingToggleLayer = false;
NavWindowingIsKeyboardMode = false;
NavWindowingInputSource = ImGuiInputSource_None;
NavLayer = 0;
NavIdTabCounter = INT_MAX;
NavIdIsAlive = false;