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Nav: Tidying up activation mechanism so that setting NavActivateId can trigger buttons.

This commit is contained in:
omar 2017-10-05 20:35:47 -07:00
parent 2f27b733be
commit 80c4e2fe7b
2 changed files with 30 additions and 19 deletions

View File

@ -2818,13 +2818,23 @@ static void NavUpdate()
}
}
g.NavActivateId = (g.NavId && !g.NavDisableHighlight && !g.NavWindowingTarget && g.ActiveId == 0 && IsNavInputPressed(ImGuiNavInput_PadActivate, ImGuiNavReadMode_Pressed)) ? g.NavId : 0;
g.NavInputId = (g.NavId && !g.NavDisableHighlight && !g.NavWindowingTarget && g.ActiveId == 0 && IsNavInputPressed(ImGuiNavInput_PadInput, ImGuiNavReadMode_Pressed)) ? g.NavId : 0;
g.NavActivateId = g.NavActivateDownId = g.NavInputId = 0;
if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget)
{
if (g.ActiveId == 0 && IsNavInputPressed(ImGuiNavInput_PadActivate, ImGuiNavReadMode_Pressed))
g.NavActivateId = g.NavId;
if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputDown(ImGuiNavInput_PadActivate))
g.NavActivateDownId = g.NavId;
if (g.ActiveId == 0 && IsNavInputPressed(ImGuiNavInput_PadInput, ImGuiNavReadMode_Pressed))
g.NavInputId = g.NavId;
}
if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
{
g.NavActivateId = g.NavInputId = 0;
g.NavActivateId = g.NavActivateDownId = g.NavInputId = 0;
g.NavDisableHighlight = true;
}
if (g.NavActivateId != 0)
IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
g.NavMoveRequest = false;
// Initiate directional inputs request
@ -6681,18 +6691,18 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
{
// We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse
hovered = true;
if (!g.NavWindowingTarget && IsNavInputDown(ImGuiNavInput_PadActivate))
}
if (g.NavActivateDownId == id)
{
bool nav_pressed = (g.NavActivateId == id) || IsNavInputPressed(ImGuiNavInput_PadActivate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiNavReadMode_Repeat : ImGuiNavReadMode_Pressed);
if (nav_pressed)
pressed = true;
if (nav_pressed || g.ActiveId == id)
{
bool nav_pressed = IsNavInputPressed(ImGuiNavInput_PadActivate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiNavReadMode_Repeat : ImGuiNavReadMode_Pressed);
if (nav_pressed)
pressed = true;
if (nav_pressed || g.ActiveId == id)
{
// Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.
g.NavActivateId = id; // This is so SetActiveId assign a Nav source
SetActiveID(id, window);
g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right) | (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
}
// Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.
g.NavActivateId = id; // This is so SetActiveId assign a Nav source
SetActiveID(id, window);
g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right) | (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
}
}
@ -6717,7 +6727,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
}
else if (g.ActiveIdSource == ImGuiInputSource_Nav)
{
if (!IsNavInputDown(ImGuiNavInput_PadActivate))
if (g.NavActivateDownId != id)
ClearActiveID();
}
}
@ -7677,7 +7687,7 @@ bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v
clicked_t = 1.0f - clicked_t;
set_new_value = true;
}
else if (g.ActiveIdSource == ImGuiInputSource_Nav && IsNavInputDown(ImGuiNavInput_PadActivate))
else if (g.ActiveIdSource == ImGuiInputSource_Nav && g.NavActivateDownId == id)
{
const ImVec2 delta2 = GetNavInputAmount2d(0, ImGuiNavReadMode_RepeatFast, 0.0f, 0.0f);
if (float delta = is_horizontal ? delta2.x : -delta2.y)
@ -7997,7 +8007,7 @@ bool ImGui::DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_s
// Process clicking on the drag
if (g.ActiveId == id)
{
if (g.IO.MouseDown[0] || IsNavInputDown(ImGuiNavInput_PadActivate))
if (g.IO.MouseDown[0] || g.NavActivateDownId == id)
{
if (g.ActiveIdIsJustActivated)
{

View File

@ -465,7 +465,8 @@ struct ImGuiContext
// Navigation data (for gamepad/keyboard)
ImGuiWindow* NavWindow; // Nav/focused window for navigation
ImGuiID NavId; // Nav/focused item for navigation
ImGuiID NavActivateId, NavInputId; // ~~ IsKeyPressedMap(ImGuiKey_NavActive) ? NavId : 0, etc. (to make widget code terser)
ImGuiID NavActivateId, NavActivateDownId; // ~~ IsNavInputPressed(ImGuiNavInput_PadActivate) ? NavId : 0, etc.
ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_PadInput) ? NavId : 0, etc.
ImGuiID NavJustTabbedId; // Just tabbed to this id.
ImGuiID NavJustNavigatedId; // Just navigated to this id (result of a successfully MoveRequest)
ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
@ -582,7 +583,7 @@ struct ImGuiContext
SettingsDirtyTimer = 0.0f;
NavWindow = NULL;
NavId = NavActivateId = NavInputId = 0;
NavId = NavActivateId = NavActivateDownId = NavInputId = 0;
NavJustTabbedId = NavJustNavigatedId = 0;
NavScoringRectScreen = ImRect();
NavWindowingTarget = NULL;