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Nav: Track nav input source more generally (gamepad vs keyboard) (#787) + update todos and demo tweaks

This commit is contained in:
omar 2018-03-19 12:13:22 +01:00
parent d8d93f6360
commit 33ad8b2f0c
5 changed files with 33 additions and 29 deletions

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@ -237,12 +237,11 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- font: fix AddRemapChar() to work before font has been built.
- font: (api breaking) removed "TTF" from symbol names. also because it now supports OTF.
- nav: integrate navigation branch into master. (#787)
- nav: allow input system to be be more tolerant of io.DeltaTime=0.0f
- nav: Left within a tree node block as a fallback.
- nav: Esc on a flattened child
- nav: ESC on a flattened child
- nav: Left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?)
- nav: menus: pressing left-right on a vertically clipped menu bar tends to jump to the collapse/close buttons.
- nav: menus: allow pressing Menu to leave a sub-menu.
- nav: integrate/design keyboard controls.
- nav: simulate right-click or context activation? (SHIFT+F10)
- nav: tabs should go through most/all widgets (in submission order?).
- nav: when CTRL-Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering.

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@ -2811,12 +2811,12 @@ static void ImGui::NavUpdateWindowing()
g.NavWindowingTarget = window->RootWindowForTabbing;
g.NavWindowingHighlightTimer = g.NavWindowingHighlightAlpha = 0.0f;
g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true;
g.NavWindowingInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad;
g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad;
}
// Gamepad update
g.NavWindowingHighlightTimer += g.IO.DeltaTime;
if (g.NavWindowingTarget && g.NavWindowingInputSource == ImGuiInputSource_NavGamepad)
if (g.NavWindowingTarget && g.NavInputSource == 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));
@ -2842,7 +2842,7 @@ static void ImGui::NavUpdateWindowing()
}
// Keyboard: Focus
if (g.NavWindowingTarget && g.NavWindowingInputSource == ImGuiInputSource_NavKeyboard)
if (g.NavWindowingTarget && g.NavInputSource == 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
@ -2862,9 +2862,9 @@ static void ImGui::NavUpdateWindowing()
if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
{
ImVec2 move_delta;
if (g.NavWindowingInputSource == ImGuiInputSource_NavKeyboard && !g.IO.KeyShift)
if (g.NavInputSource == ImGuiInputSource_NavKeyboard && !g.IO.KeyShift)
move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
if (g.NavWindowingInputSource == ImGuiInputSource_NavGamepad)
if (g.NavInputSource == ImGuiInputSource_NavGamepad)
move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down);
if (move_delta.x != 0.0f || move_delta.y != 0.0f)
{
@ -2957,11 +2957,14 @@ static void ImGui::NavUpdate()
if (g.NavScoringCount > 0) printf("[%05d] NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
#endif
if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad)
if (g.IO.NavInputs[ImGuiNavInput_Activate] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Input] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Cancel] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Menu] > 0.0f)
g.NavInputSource = ImGuiInputSource_NavGamepad;
// Update Keyboard->Nav inputs mapping
memset(g.IO.NavInputs + ImGuiNavInput_InternalStart_, 0, (ImGuiNavInput_COUNT - ImGuiNavInput_InternalStart_) * sizeof(g.IO.NavInputs[0]));
if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard)
{
#define NAV_MAP_KEY(_KEY, _NAV_INPUT) if (g.IO.KeyMap[_KEY] != -1 && IsKeyDown(g.IO.KeyMap[_KEY])) g.IO.NavInputs[_NAV_INPUT] = 1.0f;
#define NAV_MAP_KEY(_KEY, _NAV_INPUT) if (IsKeyDown(g.IO.KeyMap[_KEY])) { g.IO.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; }
NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate );
NAV_MAP_KEY(ImGuiKey_Enter, ImGuiNavInput_Input );
NAV_MAP_KEY(ImGuiKey_Escape, ImGuiNavInput_Cancel );
@ -2972,7 +2975,7 @@ static void ImGui::NavUpdate()
if (g.IO.KeyCtrl) g.IO.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f;
if (g.IO.KeyShift) g.IO.NavInputs[ImGuiNavInput_TweakFast] = 1.0f;
if (g.IO.KeyAlt) g.IO.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f;
#undef NAV_MAP_KEY
#undef NAV_MAP_KEY
}
memcpy(g.IO.NavInputsDownDurationPrev, g.IO.NavInputsDownDuration, sizeof(g.IO.NavInputsDownDuration));
@ -5513,13 +5516,13 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
}
PopID();
// Navigation/gamepad resize
// Navigation resize (keyboard/gamepad)
if (g.NavWindowingTarget == window)
{
ImVec2 nav_resize_delta;
if (g.NavWindowingInputSource == ImGuiInputSource_NavKeyboard && g.IO.KeyShift)
if (g.NavInputSource == ImGuiInputSource_NavKeyboard && g.IO.KeyShift)
nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
if (g.NavWindowingInputSource == ImGuiInputSource_NavGamepad)
if (g.NavInputSource == ImGuiInputSource_NavGamepad)
nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_Down);
if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f)
{
@ -13246,7 +13249,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
}
if (ImGui::TreeNode("Internal state"))
{
const char* input_source_names[] = { "None", "Mouse", "Nav", "NavGamepad", "NavKeyboard" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT);
const char* input_source_names[] = { "None", "Mouse", "Nav", "NavKeyboard", "NavGamepad" }; 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
@ -13254,6 +13257,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
ImGui::Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
ImGui::Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL");
ImGui::Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
ImGui::Text("NavInputSource: %s", input_source_names[g.NavInputSource]);
ImGui::Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
ImGui::Text("NavActivateId: 0x%08X, NavInputId: 0x%08X", g.NavActivateId, g.NavInputId);
ImGui::Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);

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@ -1048,7 +1048,7 @@ struct ImGuiIO
bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
bool KeysDown[512]; // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys).
ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs (keyboard keys will be auto-mapped and be written here by ImGui::NewFrame)
float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs (keyboard keys will be auto-mapped and be written here by ImGui::NewFrame, all values will be cleared back to zero in ImGui::EndFrame)
// Functions
IMGUI_API void AddInputCharacter(ImWchar c); // Add new character into InputCharacters[]

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@ -570,8 +570,8 @@ void ImGui::ShowDemoWindow(bool* p_open)
if (ImGui::TreeNode("Images"))
{
ImGui::TextWrapped("Below we are displaying the font texture (which is the only texture we have access to in this demo). Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. Hover the texture for a zoomed view!");
ImGuiIO& io = ImGui::GetIO();
ImGui::TextWrapped("Below we are displaying the font texture (which is the only texture we have access to in this demo). Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. Hover the texture for a zoomed view!");
// Here we are grabbing the font texture because that's the only one we have access to inside the demo code.
// Remember that ImTextureID is just storage for whatever you want it to be, it is essentially a value that will be passed to the render function inside the ImDrawCmd structure.
@ -590,14 +590,15 @@ void ImGui::ShowDemoWindow(bool* p_open)
if (ImGui::IsItemHovered())
{
ImGui::BeginTooltip();
float focus_sz = 32.0f;
float focus_x = io.MousePos.x - pos.x - focus_sz * 0.5f; if (focus_x < 0.0f) focus_x = 0.0f; else if (focus_x > my_tex_w - focus_sz) focus_x = my_tex_w - focus_sz;
float focus_y = io.MousePos.y - pos.y - focus_sz * 0.5f; if (focus_y < 0.0f) focus_y = 0.0f; else if (focus_y > my_tex_h - focus_sz) focus_y = my_tex_h - focus_sz;
ImGui::Text("Min: (%.2f, %.2f)", focus_x, focus_y);
ImGui::Text("Max: (%.2f, %.2f)", focus_x + focus_sz, focus_y + focus_sz);
ImVec2 uv0 = ImVec2((focus_x) / my_tex_w, (focus_y) / my_tex_h);
ImVec2 uv1 = ImVec2((focus_x + focus_sz) / my_tex_w, (focus_y + focus_sz) / my_tex_h);
ImGui::Image(my_tex_id, ImVec2(128,128), uv0, uv1, ImColor(255,255,255,255), ImColor(255,255,255,128));
float region_sz = 32.0f;
float region_x = io.MousePos.x - pos.x - region_sz * 0.5f; if (region_x < 0.0f) region_x = 0.0f; else if (region_x > my_tex_w - region_sz) region_x = my_tex_w - region_sz;
float region_y = io.MousePos.y - pos.y - region_sz * 0.5f; if (region_y < 0.0f) region_y = 0.0f; else if (region_y > my_tex_h - region_sz) region_y = my_tex_h - region_sz;
float zoom = 4.0f;
ImGui::Text("Min: (%.2f, %.2f)", region_x, region_y);
ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz);
ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h);
ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h);
ImGui::Image(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, ImColor(255,255,255,255), ImColor(255,255,255,128));
ImGui::EndTooltip();
}
ImGui::TextWrapped("And now some textured buttons..");

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@ -607,15 +607,15 @@ struct ImGuiContext
ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0
ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0
ImGuiID NavJustTabbedId; // Just tabbed to this id.
ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame
ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest)
ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame
ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode?
ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
int NavScoringCount; // Metrics for debugging
ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed front-most.
float NavWindowingHighlightTimer;
float NavWindowingHighlightAlpha;
bool NavWindowingToggleLayer;
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
@ -729,12 +729,12 @@ struct ImGuiContext
NavWindow = NULL;
NavId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0;
NavJustTabbedId = NavJustMovedToId = NavNextActivateId = 0;
NavInputSource = ImGuiInputSource_None;
NavScoringRectScreen = ImRect();
NavScoringCount = 0;
NavWindowingTarget = NULL;
NavWindowingHighlightTimer = NavWindowingHighlightAlpha = 0.0f;
NavWindowingToggleLayer = false;
NavWindowingInputSource = ImGuiInputSource_None;
NavLayer = 0;
NavIdTabCounter = INT_MAX;
NavIdIsAlive = false;