diff --git a/imgui.cpp b/imgui.cpp index 140f23857..1df609d6f 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3685,13 +3685,15 @@ static void ImGui::UpdateMouseInputs() // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well) if (IsMousePosValid(&g.IO.MousePos)) - g.IO.MousePos = g.LastValidMousePos = ImFloor(g.IO.MousePos); + g.IO.MousePos = g.MouseLastValidPos = ImFloor(g.IO.MousePos); // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MousePosPrev)) g.IO.MouseDelta = g.IO.MousePos - g.IO.MousePosPrev; else g.IO.MouseDelta = ImVec2(0.0f, 0.0f); + + // If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true. if (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f) g.NavDisableMouseHover = false; @@ -8762,7 +8764,7 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result) // FIXME: Those are not good variables names ImRect cand = g.LastItemData.NavRect; // Current item nav rectangle const ImRect curr = g.NavScoringRect; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width) - g.NavScoringCount++; + g.NavScoringDebugCount++; // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring if (window->ParentWindow == g.NavWindow) @@ -8929,14 +8931,7 @@ static void ImGui::NavProcessItem() if ((g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav))) { ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; - bool new_best = NavScoreItem(result); - -#if IMGUI_DEBUG_NAV_SCORING - // [DEBUG] Scoring all items in NavWindow at all times - if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) - new_best = false; -#endif - if (new_best) + if (NavScoreItem(result)) NavApplyItemToResult(result); // Features like PageUp/PageDown need to maintain a separate score for the visible set of items. @@ -8972,6 +8967,7 @@ void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavM IM_ASSERT(g.NavWindow != NULL); g.NavMoveSubmitted = g.NavMoveScoringItems = true; g.NavMoveDir = move_dir; + g.NavMoveDirForDebug = move_dir; g.NavMoveClipDir = clip_dir; g.NavMoveFlags = move_flags; g.NavMoveForwardToNextFrame = false; @@ -9098,7 +9094,7 @@ static ImVec2 ImGui::NavCalcPreferredRefPos() // Mouse (we need a fallback in case the mouse becomes invalid after being used) if (IsMousePosValid(&g.IO.MousePos)) return g.IO.MousePos; - return g.LastValidMousePos; + return g.MouseLastValidPos; } else { @@ -9155,7 +9151,7 @@ static void ImGui::NavUpdate() io.WantSetMousePos = false; #if 0 - if (g.NavScoringCount > 0) IMGUI_DEBUG_LOG("NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); + if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG("NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); #endif // Set input source as Gamepad when buttons are pressed (as some features differs when used with Gamepad vs Keyboard) @@ -9289,8 +9285,15 @@ static void ImGui::NavUpdate() SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed)); } + // Always prioritize mouse highlight if navigation is disabled + if (!nav_keyboard_active && !nav_gamepad_active) + { + g.NavDisableHighlight = true; + g.NavDisableMouseHover = g.NavMousePosDirty = false; + } + // [DEBUG] - g.NavScoringCount = 0; + g.NavScoringDebugCount = 0; #if IMGUI_DEBUG_NAV_RECTS if (g.NavWindow) { @@ -9417,6 +9420,10 @@ void ImGui::NavUpdateCreateMoveRequest() void ImGui::NavMoveRequestApplyResult() { ImGuiContext& g = *GImGui; +#if IMGUI_DEBUG_NAV_SCORING + if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times + return; +#endif // No result // 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) diff --git a/imgui_internal.h b/imgui_internal.h index 99cddcf34..04b2b913a 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1527,7 +1527,7 @@ struct ImGuiContext ImGuiDir NavMoveDirForDebug; ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename? ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring. - int NavScoringCount; // Metrics for debugging + int NavScoringDebugCount; // Metrics for debugging ImGuiNavItemData NavMoveResultLocal; // Best move request candidate within NavWindow ImGuiNavItemData NavMoveResultLocalVisible; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) ImGuiNavItemData NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) @@ -1587,7 +1587,7 @@ struct ImGuiContext ImVector ShrinkWidthBuffer; // Widget state - ImVec2 LastValidMousePos; + ImVec2 MouseLastValidPos; ImGuiInputTextState InputTextState; ImFont InputTextPasswordFont; ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc. @@ -1728,7 +1728,7 @@ struct ImGuiContext NavMoveFlags = ImGuiNavMoveFlags_None; NavMoveKeyMods = ImGuiKeyModFlags_None; NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None; - NavScoringCount = 0; + NavScoringDebugCount = 0; NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL; NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; @@ -1758,7 +1758,6 @@ struct ImGuiContext CurrentTableStackIdx = -1; CurrentTabBar = NULL; - LastValidMousePos = ImVec2(0.0f, 0.0f); TempInputId = 0; ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_; ColorEditLastHue = ColorEditLastSat = 0.0f;