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https://github.com/ocornut/imgui.git
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Internals: renamed ImGuiInputReadMode to ImGuiNavReadMode (internals) to avoid ambiguity with upcoming flags. + minor tweak
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parent
e54db4ee70
commit
314c7bd12f
44
imgui.cpp
44
imgui.cpp
@ -3975,9 +3975,9 @@ static void ImGui::UpdateKeyboardInputs()
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// Update keys
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for (int i = 0; i < IM_ARRAYSIZE(io.KeysData); i++)
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{
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ImGuiKeyData& key_data = io.KeysData[i];
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key_data.DownDurationPrev = key_data.DownDuration;
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key_data.DownDuration = key_data.Down ? (key_data.DownDuration < 0.0f ? 0.0f : key_data.DownDuration + io.DeltaTime) : -1.0f;
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ImGuiKeyData* key_data = &io.KeysData[i];
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key_data->DownDurationPrev = key_data->DownDuration;
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key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f;
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}
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}
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@ -5656,9 +5656,9 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s
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{
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ImVec2 nav_resize_delta;
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if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift)
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nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_RawKeyboard, ImGuiInputReadMode_Down);
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nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_RawKeyboard, ImGuiNavReadMode_Down);
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if (g.NavInputSource == ImGuiInputSource_Gamepad)
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nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_Down);
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nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiNavReadMode_Down);
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if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f)
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{
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const float NAV_RESIZE_SPEED = 600.0f;
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@ -10024,29 +10024,29 @@ const char* ImGui::GetNavInputName(ImGuiNavInput n)
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return names[n];
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}
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float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode)
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float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiNavReadMode mode)
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{
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ImGuiContext& g = *GImGui;
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if (mode == ImGuiInputReadMode_Down)
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if (mode == ImGuiNavReadMode_Down)
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return g.IO.NavInputs[n]; // Instant, read analog input (0.0f..1.0f, as provided by user)
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const float t = g.IO.NavInputsDownDuration[n];
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if (t < 0.0f && mode == ImGuiInputReadMode_Released) // Return 1.0f when just released, no repeat, ignore analog input.
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if (t < 0.0f && mode == ImGuiNavReadMode_Released) // Return 1.0f when just released, no repeat, ignore analog input.
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return (g.IO.NavInputsDownDurationPrev[n] >= 0.0f ? 1.0f : 0.0f);
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if (t < 0.0f)
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return 0.0f;
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if (mode == ImGuiInputReadMode_Pressed) // Return 1.0f when just pressed, no repeat, ignore analog input.
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if (mode == ImGuiNavReadMode_Pressed) // Return 1.0f when just pressed, no repeat, ignore analog input.
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return (t == 0.0f) ? 1.0f : 0.0f;
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if (mode == ImGuiInputReadMode_Repeat)
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if (mode == ImGuiNavReadMode_Repeat)
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return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.80f);
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if (mode == ImGuiInputReadMode_RepeatSlow)
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if (mode == ImGuiNavReadMode_RepeatSlow)
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return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 1.25f, g.IO.KeyRepeatRate * 2.00f);
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if (mode == ImGuiInputReadMode_RepeatFast)
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if (mode == ImGuiNavReadMode_RepeatFast)
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return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.30f);
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return 0.0f;
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}
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ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor, float fast_factor)
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ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiNavReadMode mode, float slow_factor, float fast_factor)
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{
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ImVec2 delta(0.0f, 0.0f);
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if (dir_sources & ImGuiNavDirSourceFlags_RawKeyboard)
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@ -10166,8 +10166,8 @@ static void ImGui::NavUpdate()
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{
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bool activate_down = IsNavInputDown(ImGuiNavInput_Activate);
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bool input_down = IsNavInputDown(ImGuiNavInput_Input);
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bool activate_pressed = activate_down && IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed);
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bool input_pressed = input_down && IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed);
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bool activate_pressed = activate_down && IsNavInputTest(ImGuiNavInput_Activate, ImGuiNavReadMode_Pressed);
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bool input_pressed = input_down && IsNavInputTest(ImGuiNavInput_Input, ImGuiNavReadMode_Pressed);
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if (g.ActiveId == 0 && activate_pressed)
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{
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g.NavActivateId = g.NavId;
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@ -10224,7 +10224,7 @@ static void ImGui::NavUpdate()
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// *Normal* Manual scroll with NavScrollXXX keys
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// Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
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ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f / 10.0f, 10.0f);
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ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiNavReadMode_Down, 1.0f / 10.0f, 10.0f);
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if (scroll_dir.x != 0.0f && window->ScrollbarX)
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SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed));
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if (scroll_dir.y != 0.0f)
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@ -10297,7 +10297,7 @@ void ImGui::NavUpdateCreateMoveRequest()
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g.NavMoveScrollFlags = ImGuiScrollFlags_None;
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if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs))
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{
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const ImGuiInputReadMode read_mode = ImGuiInputReadMode_Repeat;
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const ImGuiNavReadMode read_mode = ImGuiNavReadMode_Repeat;
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if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && (IsNavInputTest(ImGuiNavInput_DpadLeft, read_mode) || IsNavInputTest(ImGuiNavInput_KeyLeft_, read_mode))) { g.NavMoveDir = ImGuiDir_Left; }
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if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && (IsNavInputTest(ImGuiNavInput_DpadRight, read_mode) || IsNavInputTest(ImGuiNavInput_KeyRight_, read_mode))) { g.NavMoveDir = ImGuiDir_Right; }
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if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && (IsNavInputTest(ImGuiNavInput_DpadUp, read_mode) || IsNavInputTest(ImGuiNavInput_KeyUp_, read_mode))) { g.NavMoveDir = ImGuiDir_Up; }
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@ -10504,7 +10504,7 @@ void ImGui::NavMoveRequestApplyResult()
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static void ImGui::NavUpdateCancelRequest()
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{
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ImGuiContext& g = *GImGui;
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if (!IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed))
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if (!IsNavInputTest(ImGuiNavInput_Cancel, ImGuiNavReadMode_Pressed))
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return;
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IMGUI_DEBUG_LOG_NAV("[nav] ImGuiNavInput_Cancel\n");
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@ -10754,7 +10754,7 @@ static void ImGui::NavUpdateWindowing()
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}
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// Start CTRL+Tab or Square+L/R window selection
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const bool start_windowing_with_gamepad = allow_windowing && !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed);
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const bool start_windowing_with_gamepad = allow_windowing && !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiNavReadMode_Pressed);
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const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && io.KeyCtrl && IsKeyPressed(ImGuiKey_Tab);
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if (start_windowing_with_gamepad || start_windowing_with_keyboard)
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if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
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@ -10773,7 +10773,7 @@ static void ImGui::NavUpdateWindowing()
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g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));
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// Select window to focus
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const int focus_change_dir = (int)IsNavInputTest(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputTest(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow);
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const int focus_change_dir = (int)IsNavInputTest(ImGuiNavInput_FocusPrev, ImGuiNavReadMode_RepeatSlow) - (int)IsNavInputTest(ImGuiNavInput_FocusNext, ImGuiNavReadMode_RepeatSlow);
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if (focus_change_dir != 0)
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{
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NavUpdateWindowingHighlightWindow(focus_change_dir);
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@ -10834,9 +10834,9 @@ static void ImGui::NavUpdateWindowing()
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{
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ImVec2 move_delta;
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if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift)
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move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_RawKeyboard, ImGuiInputReadMode_Down);
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move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_RawKeyboard, ImGuiNavReadMode_Down);
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if (g.NavInputSource == ImGuiInputSource_Gamepad)
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move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down);
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move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiNavReadMode_Down);
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if (move_delta.x != 0.0f || move_delta.y != 0.0f)
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{
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const float NAV_MOVE_SPEED = 800.0f;
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@ -1218,14 +1218,14 @@ struct ImGuiInputEvent
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};
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// FIXME-NAV: Clarify/expose various repeat delay/rate
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enum ImGuiInputReadMode
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enum ImGuiNavReadMode
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{
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ImGuiInputReadMode_Down,
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ImGuiInputReadMode_Pressed,
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ImGuiInputReadMode_Released,
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ImGuiInputReadMode_Repeat,
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ImGuiInputReadMode_RepeatSlow,
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ImGuiInputReadMode_RepeatFast
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ImGuiNavReadMode_Down,
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ImGuiNavReadMode_Pressed,
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ImGuiNavReadMode_Released,
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ImGuiNavReadMode_Repeat,
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ImGuiNavReadMode_RepeatSlow,
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ImGuiNavReadMode_RepeatFast
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};
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//-----------------------------------------------------------------------------
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@ -2651,8 +2651,8 @@ namespace ImGui
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IMGUI_API void NavMoveRequestApplyResult();
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IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);
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IMGUI_API const char* GetNavInputName(ImGuiNavInput n);
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IMGUI_API float GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode);
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IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f);
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IMGUI_API float GetNavInputAmount(ImGuiNavInput n, ImGuiNavReadMode mode);
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IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiNavReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f);
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IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate);
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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 void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel);
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@ -2679,7 +2679,7 @@ namespace ImGui
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inline void SetActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; g.ActiveIdUsingKeyInputMask.SetBit(key); }
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IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f);
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inline bool IsNavInputDown(ImGuiNavInput n) { ImGuiContext& g = *GImGui; return g.IO.NavInputs[n] > 0.0f; }
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inline bool IsNavInputTest(ImGuiNavInput n, ImGuiInputReadMode rm) { return (GetNavInputAmount(n, rm) > 0.0f); }
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inline bool IsNavInputTest(ImGuiNavInput n, ImGuiNavReadMode rm) { return (GetNavInputAmount(n, rm) > 0.0f); }
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IMGUI_API ImGuiModFlags GetMergedModFlags();
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // [removed in 1.87]
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@ -609,7 +609,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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if (g.NavActivateDownId == id)
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{
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bool nav_activated_by_code = (g.NavActivateId == id);
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bool nav_activated_by_inputs = IsNavInputTest(ImGuiNavInput_Activate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiInputReadMode_Repeat : ImGuiInputReadMode_Pressed);
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bool nav_activated_by_inputs = IsNavInputTest(ImGuiNavInput_Activate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiNavReadMode_Repeat : ImGuiNavReadMode_Pressed);
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if (nav_activated_by_code || nav_activated_by_inputs)
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{
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// Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.
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@ -2176,7 +2176,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const
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else if (g.ActiveIdSource == ImGuiInputSource_Nav)
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{
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const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0;
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adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f / 10.0f, 10.0f)[axis];
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adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiNavReadMode_RepeatFast, 1.0f / 10.0f, 10.0f)[axis];
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v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision));
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}
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adjust_delta *= v_speed;
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@ -2780,7 +2780,7 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ
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g.SliderCurrentAccumDirty = false;
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}
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const ImVec2 input_delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 0.0f, 0.0f);
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const ImVec2 input_delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiNavReadMode_RepeatFast, 0.0f, 0.0f);
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float input_delta = (axis == ImGuiAxis_X) ? input_delta2.x : -input_delta2.y;
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if (input_delta != 0.0f)
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{
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@ -4290,8 +4290,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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// We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful.
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const bool is_validate_enter = IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_KeypadEnter);
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const bool is_validate_nav = (IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed) && !IsKeyPressed(ImGuiKey_Space)) || IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed);
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const bool is_cancel = IsKeyPressed(ImGuiKey_Escape) || IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed);
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const bool is_validate_nav = (IsNavInputTest(ImGuiNavInput_Activate, ImGuiNavReadMode_Pressed) && !IsKeyPressed(ImGuiKey_Space)) || IsNavInputTest(ImGuiNavInput_Input, ImGuiNavReadMode_Pressed);
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const bool is_cancel = IsKeyPressed(ImGuiKey_Escape) || IsNavInputTest(ImGuiNavInput_Cancel, ImGuiNavReadMode_Pressed);
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if (IsKeyPressed(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); }
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else if (IsKeyPressed(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); }
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