mirror of
https://github.com/ocornut/imgui.git
synced 2024-11-24 15:50:25 +01:00
Nav: Added proper version of ImGuiWindowFlags_NavFlattened that handles scrolling nicely. Marked as private as I'm not happy with the name. (#787)
This commit is contained in:
parent
b40dc5c4f2
commit
c851b33352
54
imgui.cpp
54
imgui.cpp
@ -2254,6 +2254,12 @@ static inline void NavUpdateAnyRequestFlag()
|
||||
g.NavAnyRequest = g.NavMoveRequest || g.NavInitRequest || IMGUI_DEBUG_NAV_SCORING;
|
||||
}
|
||||
|
||||
static bool NavMoveRequestButNoResultYet()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
return g.NavMoveRequest && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;
|
||||
}
|
||||
|
||||
static void NavMoveRequestCancel()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
@ -2288,7 +2294,7 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
|
||||
// Scoring for navigation
|
||||
if (g.NavId != id && !(item_flags & ImGuiItemFlags_NoNav))
|
||||
{
|
||||
ImGuiNavMoveResult* result = &g.NavMoveResult;
|
||||
ImGuiNavMoveResult* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
|
||||
#if IMGUI_DEBUG_NAV_SCORING
|
||||
// [DEBUG] Score all items in NavWindow at all times
|
||||
if (!g.NavMoveRequest)
|
||||
@ -2333,9 +2339,10 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg)
|
||||
// it may not scale very well for windows with ten of thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.
|
||||
// We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick)
|
||||
window->DC.NavLayerActiveMaskNext |= window->DC.NavLayerCurrentMask;
|
||||
if (g.NavWindow == window->NavRootWindow)
|
||||
if (g.NavId == id || g.NavAnyRequest)
|
||||
NavProcessItem(window, nav_bb_arg ? *nav_bb_arg : bb, id);
|
||||
if (g.NavId == id || g.NavAnyRequest)
|
||||
if (g.NavWindow->NavRootWindow == window->NavRootWindow)
|
||||
if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
|
||||
NavProcessItem(window, nav_bb_arg ? *nav_bb_arg : bb, id);
|
||||
}
|
||||
|
||||
window->DC.LastItemId = id;
|
||||
@ -2883,9 +2890,14 @@ static void ImGui::NavUpdate()
|
||||
g.NavJustMovedToId = 0;
|
||||
|
||||
// Process navigation move request
|
||||
if (g.NavMoveRequest && g.NavMoveResult.ID != 0)
|
||||
if (g.NavMoveRequest && (g.NavMoveResultLocal.ID != 0 || g.NavMoveResultOther.ID != 0))
|
||||
{
|
||||
ImGuiNavMoveResult* result = &g.NavMoveResult;
|
||||
// Select which result to use
|
||||
ImGuiNavMoveResult* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
|
||||
if (g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow) // Maybe entering a flattened child? In this case solve the tie using the regular scoring rules
|
||||
if ((g.NavMoveResultOther.DistBox < g.NavMoveResultLocal.DistBox) || (g.NavMoveResultOther.DistBox == g.NavMoveResultLocal.DistBox && g.NavMoveResultOther.DistCenter < g.NavMoveResultLocal.DistCenter))
|
||||
result = &g.NavMoveResultOther;
|
||||
|
||||
IM_ASSERT(g.NavWindow && result->Window);
|
||||
|
||||
// Scroll to keep newly navigated item fully into view
|
||||
@ -2894,6 +2906,7 @@ static void ImGui::NavUpdate()
|
||||
|
||||
// Apply result from previous frame navigation directional move request
|
||||
ClearActiveID();
|
||||
g.NavWindow = result->Window;
|
||||
SetNavIDAndMoveMouse(result->ID, g.NavLayer, result->RectRel);
|
||||
g.NavJustMovedToId = result->ID;
|
||||
g.NavMoveFromClampedRefRect = false;
|
||||
@ -2903,7 +2916,7 @@ static void ImGui::NavUpdate()
|
||||
if (g.NavMoveRequestForward == ImGuiNavForward_ForwardActive)
|
||||
{
|
||||
IM_ASSERT(g.NavMoveRequest);
|
||||
if (g.NavMoveResult.ID == 0)
|
||||
if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0)
|
||||
g.NavDisableHighlight = false;
|
||||
g.NavMoveRequestForward = ImGuiNavForward_None;
|
||||
}
|
||||
@ -3061,11 +3074,9 @@ static void ImGui::NavUpdate()
|
||||
}
|
||||
}
|
||||
|
||||
// Reset search
|
||||
ImGuiNavMoveResult* result = &g.NavMoveResult;
|
||||
result->ID = result->ParentID = 0;
|
||||
result->Window = NULL;
|
||||
result->DistAxial = result->DistBox = result->DistCenter = FLT_MAX;
|
||||
// Reset search results
|
||||
g.NavMoveResultLocal.Clear();
|
||||
g.NavMoveResultOther.Clear();
|
||||
|
||||
// When we have manually scrolled (without using navigation) and NavId becomes out of bounds, we project its bounding box to the visible area to restart navigation within visible items
|
||||
if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == 0)
|
||||
@ -4826,7 +4837,7 @@ bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags fla
|
||||
static void NavProcessMoveRequestWrapAround(ImGuiWindow* window)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (g.NavMoveRequest && g.NavWindow == window && g.NavMoveResult.ID == 0)
|
||||
if (g.NavWindow == window && NavMoveRequestButNoResultYet())
|
||||
if ((g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) && g.NavMoveRequestForward == ImGuiNavForward_None && g.NavLayer == 0)
|
||||
{
|
||||
g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
|
||||
@ -4928,7 +4939,7 @@ static bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, b
|
||||
g.Style.ChildBorderSize = backup_border_size;
|
||||
|
||||
// Process navigation-in immediately so NavInit can run on first frame
|
||||
if (/*!(flags & ImGuiWindowFlags_NavFlattened) &&*/ (child_window->DC.NavLayerActiveMask != 0 || child_window->DC.NavHasScroll) && g.NavActivateId == id)
|
||||
if (!(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayerActiveMask != 0 || child_window->DC.NavHasScroll) && g.NavActivateId == id)
|
||||
{
|
||||
ImGui::FocusWindow(child_window);
|
||||
ImGui::NavInitWindow(child_window, false);
|
||||
@ -4972,7 +4983,7 @@ void ImGui::EndChild()
|
||||
ImGuiWindow* parent_window = GetCurrentWindow();
|
||||
ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz);
|
||||
ItemSize(sz);
|
||||
if (/*!(window->Flags & ImGuiWindowFlags_NavFlattened) &&*/ (window->DC.NavLayerActiveMask != 0 || window->DC.NavHasScroll))
|
||||
if (!(window->Flags & ImGuiWindowFlags_NavFlattened) && (window->DC.NavLayerActiveMask != 0 || window->DC.NavHasScroll))
|
||||
{
|
||||
ItemAdd(bb, window->ChildId);
|
||||
RenderNavHighlight(bb, window->ChildId);
|
||||
@ -5420,8 +5431,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
|
||||
// Automatically disable manual moving/resizing when NoInputs is set
|
||||
if (flags & ImGuiWindowFlags_NoInputs)
|
||||
flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;
|
||||
//if (flags & ImGuiWindowFlags_NavFlattened)
|
||||
// IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow);
|
||||
|
||||
if (flags & ImGuiWindowFlags_NavFlattened)
|
||||
IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow);
|
||||
|
||||
const int current_frame = g.FrameCount;
|
||||
const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);
|
||||
@ -5529,8 +5541,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
|
||||
if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)))
|
||||
window->RootNonPopupWindow = parent_window->RootNonPopupWindow;
|
||||
window->NavRootWindow = window;
|
||||
//while (window->NavRootWindow->Flags & ImGuiWindowFlags_NavFlattened)
|
||||
// window->NavRootWindow = window->NavRootWindow->ParentWindow;
|
||||
while (window->NavRootWindow->Flags & ImGuiWindowFlags_NavFlattened)
|
||||
window->NavRootWindow = window->NavRootWindow->ParentWindow;
|
||||
|
||||
window->Active = true;
|
||||
window->BeginOrderWithinParent = 0;
|
||||
@ -10861,7 +10873,7 @@ void ImGui::EndMenuBar()
|
||||
ImGuiContext& g = *GImGui;
|
||||
|
||||
// Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings.
|
||||
if (g.NavMoveRequest && g.NavMoveResult.ID == 0 && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
|
||||
if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
|
||||
{
|
||||
ImGuiWindow* nav_earliest_child = g.NavWindow;
|
||||
while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu))
|
||||
@ -11029,7 +11041,7 @@ void ImGui::EndMenu()
|
||||
// Nav: When a left move request within our child menu failed, close the menu
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
if (g.NavWindow && g.NavWindow->ParentWindow == window && g.NavMoveRequest && g.NavMoveResult.ID == 0 && g.NavMoveDir == ImGuiDir_Left && window->DC.LayoutType == ImGuiLayoutType_Vertical)
|
||||
if (g.NavWindow && g.NavWindow->ParentWindow == window && NavMoveRequestButNoResultYet() && g.NavMoveDir == ImGuiDir_Left && window->DC.LayoutType == ImGuiLayoutType_Vertical)
|
||||
{
|
||||
ClosePopupToLevel(g.OpenPopupStack.Size - 1);
|
||||
NavMoveRequestCancel();
|
||||
|
2
imgui.h
2
imgui.h
@ -552,9 +552,9 @@ enum ImGuiWindowFlags_
|
||||
ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // (WIP) Enable resize from any corners and borders. Your back-end needs to honor the different values of io.MouseCursor set by imgui.
|
||||
ImGuiWindowFlags_NoNavFocus = 1 << 18, // No focusing of this window with gamepad/keyboard navigation
|
||||
ImGuiWindowFlags_NoNavInputs = 1 << 19, // No gamepad/keyboard navigation within the window
|
||||
//ImGuiWindowFlags_NavFlattened = 1 << 20, // Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!)
|
||||
|
||||
// [Internal]
|
||||
ImGuiWindowFlags_NavFlattened = 1 << 20, // (WIP) Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!)
|
||||
ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
|
||||
ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
|
||||
ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
|
||||
|
@ -2148,7 +2148,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
||||
ImGui::RadioButton("Alpha", &alpha_flags, ImGuiColorEditFlags_AlphaPreview); ImGui::SameLine();
|
||||
ImGui::RadioButton("Both", &alpha_flags, ImGuiColorEditFlags_AlphaPreviewHalf);
|
||||
|
||||
ImGui::BeginChild("#colors", ImVec2(0, 300), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar);
|
||||
ImGui::BeginChild("#colors", ImVec2(0, 300), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar | ImGuiWindowFlags_NavFlattened);
|
||||
ImGui::PushItemWidth(-160);
|
||||
for (int i = 0; i < ImGuiCol_COUNT; i++)
|
||||
{
|
||||
|
@ -514,7 +514,8 @@ struct ImGuiNavMoveResult
|
||||
float DistAxial;
|
||||
ImRect RectRel; // Best candidate bounding box in window relative space
|
||||
|
||||
ImGuiNavMoveResult() { ID = ParentID = 0; Window = NULL; DistBox = DistCenter = DistAxial = 0.0f; }
|
||||
ImGuiNavMoveResult() { Clear(); }
|
||||
void Clear() { ID = ParentID = 0; Window = NULL; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); }
|
||||
};
|
||||
|
||||
// Storage for SetNexWindow** functions
|
||||
@ -633,7 +634,8 @@ struct ImGuiContext
|
||||
ImGuiNavForward NavMoveRequestForward; // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu)
|
||||
ImGuiDir NavMoveDir; // Direction of the move request (left/right/up/down)
|
||||
ImGuiDir NavMoveDirLast; // Direction of the previous move request
|
||||
ImGuiNavMoveResult NavMoveResult; // Best move request candidate
|
||||
ImGuiNavMoveResult NavMoveResultLocal; // Best move request candidate within NavWindow
|
||||
ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using the NavFlattened flag)
|
||||
|
||||
// Render
|
||||
ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user
|
||||
|
Loading…
Reference in New Issue
Block a user