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Internals: Nav: renaming.
This commit is contained in:
parent
06545c4f2a
commit
daf97832f1
40
imgui.cpp
40
imgui.cpp
@ -897,8 +897,8 @@ static void NavUpdateInitResult();
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static float NavUpdatePageUpPageDown();
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static inline void NavUpdateAnyRequestFlag();
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static void NavEndFrame();
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static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand);
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static void NavApplyItemToResult(ImGuiNavMoveResult* result, ImGuiWindow* window, ImGuiID id, const ImRect& nav_bb_rel);
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static bool NavScoreItem(ImGuiNavItemData* result, ImRect cand);
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static void NavApplyItemToResult(ImGuiNavItemData* result, ImGuiWindow* window, ImGuiID id, const ImRect& nav_bb_rel);
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static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, ImGuiID id);
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static ImVec2 NavCalcPreferredRefPos();
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static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);
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@ -4989,7 +4989,7 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, b
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parent_window->DC.CursorPos = child_window->Pos;
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// Process navigation-in immediately so NavInit can run on first frame
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if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayerActiveMask != 0 || child_window->DC.NavHasScroll))
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if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavHasScroll))
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{
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FocusWindow(child_window);
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NavInitWindow(child_window, false);
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@ -5036,13 +5036,13 @@ void ImGui::EndChild()
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ImGuiWindow* parent_window = g.CurrentWindow;
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ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz);
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ItemSize(sz);
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if ((window->DC.NavLayerActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened))
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if ((window->DC.NavLayersActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened))
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{
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ItemAdd(bb, window->ChildId);
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RenderNavHighlight(bb, window->ChildId);
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// When browsing a window that has no activable items (scroll only) we keep a highlight on the child
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if (window->DC.NavLayerActiveMask == 0 && window == g.NavWindow)
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if (window->DC.NavLayersActiveMask == 0 && window == g.NavWindow)
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RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin);
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}
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else
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@ -6225,8 +6225,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
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window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
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window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext;
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window->DC.NavLayerActiveMaskNext = 0x00;
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window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext;
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window->DC.NavLayersActiveMaskNext = 0x00;
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window->DC.NavHideHighlightOneFrame = false;
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window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f);
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@ -7390,7 +7390,7 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg)
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// to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick).
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// We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null.
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// If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.
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window->DC.NavLayerActiveMaskNext |= (1 << window->DC.NavLayerCurrent);
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window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent);
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if (g.NavId == id || g.NavAnyRequest)
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if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
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if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
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@ -8559,13 +8559,13 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
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//-----------------------------------------------------------------------------
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// FIXME-NAV: The existence of SetNavID vs SetFocusID properly needs to be clarified/reworked.
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void ImGui::SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel)
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void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(g.NavWindow != NULL);
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IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu);
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g.NavId = id;
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g.NavLayer = (ImGuiNavLayer)nav_layer;
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g.NavLayer = nav_layer;
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g.NavFocusScopeId = focus_scope_id;
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g.NavWindow->NavLastIds[nav_layer] = id;
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g.NavWindow->NavRectRel[nav_layer] = rect_rel;
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@ -8628,7 +8628,7 @@ static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect
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}
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// Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057
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static bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
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static bool ImGui::NavScoreItem(ImGuiNavItemData* result, ImRect cand)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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@ -8759,7 +8759,7 @@ static bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
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return new_best;
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}
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static void ImGui::NavApplyItemToResult(ImGuiNavMoveResult* result, ImGuiWindow* window, ImGuiID id, const ImRect& nav_bb_rel)
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static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result, ImGuiWindow* window, ImGuiID id, const ImRect& nav_bb_rel)
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{
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result->Window = window;
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result->ID = id;
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@ -8797,7 +8797,7 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
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// FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRectScreen + scoring from a rect wrapped according to current wrapping policy)
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if ((g.NavId != id || (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav)))
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{
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ImGuiNavMoveResult* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
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ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
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#if IMGUI_DEBUG_NAV_SCORING
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// [DEBUG] Score all items in NavWindow at all times
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if (!g.NavMoveRequest)
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@ -9210,7 +9210,7 @@ static void ImGui::NavUpdate()
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// *Fallback* manual-scroll with Nav directional keys when window has no navigable item
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ImGuiWindow* window = g.NavWindow;
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const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
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if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest)
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if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest)
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{
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if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right)
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SetScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
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@ -9302,7 +9302,7 @@ static void ImGui::NavUpdateMoveResult()
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}
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// Select which result to use
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ImGuiNavMoveResult* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
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ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
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// PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.
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if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)
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@ -9369,7 +9369,7 @@ static float ImGui::NavUpdatePageUpPageDown()
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const bool end_pressed = IsKeyPressed(io.KeyMap[ImGuiKey_End]) && !IsActiveIdUsingKey(ImGuiKey_End);
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if (page_up_held != page_down_held || home_pressed != end_pressed) // If either (not both) are pressed
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{
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if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll)
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if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll)
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{
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// Fallback manual-scroll when window has no navigable item
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if (IsKeyPressed(io.KeyMap[ImGuiKey_PageUp], true))
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@ -9633,7 +9633,7 @@ static void ImGui::NavUpdateWindowing()
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// If the window has ONLY a menu layer (no main layer), select it directly
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// FIXME-NAV: This should be done in NavInit.. or in FocusWindow..
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if (apply_focus_window->DC.NavLayerActiveMask == (1 << ImGuiNavLayer_Menu))
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if (apply_focus_window->DC.NavLayersActiveMask == (1 << ImGuiNavLayer_Menu))
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g.NavLayer = ImGuiNavLayer_Menu;
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}
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if (apply_focus_window)
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@ -9645,7 +9645,7 @@ static void ImGui::NavUpdateWindowing()
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// Move to parent menu if necessary
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ImGuiWindow* new_nav_window = g.NavWindow;
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while (new_nav_window->ParentWindow
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&& (new_nav_window->DC.NavLayerActiveMask & (1 << ImGuiNavLayer_Menu)) == 0
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&& (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0
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&& (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0
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&& (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
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new_nav_window = new_nav_window->ParentWindow;
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@ -9659,7 +9659,7 @@ static void ImGui::NavUpdateWindowing()
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g.NavDisableMouseHover = true;
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// Reinitialize navigation when entering menu bar with the Alt key.
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const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayerActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main;
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const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main;
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if (new_nav_layer == ImGuiNavLayer_Menu)
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g.NavWindow->NavLastIds[new_nav_layer] = 0;
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NavRestoreLayer(new_nav_layer);
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@ -11479,7 +11479,7 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)
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if (IsItemHovered())
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GetForegroundDrawList(window)->AddRect(r.Min + window->Pos, r.Max + window->Pos, IM_COL32(255, 255, 0, 255));
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}
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BulletText("NavLayerActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayerActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
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BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
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if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); }
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if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); }
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if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); }
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@ -107,7 +107,7 @@ struct ImGuiGroupData; // Stacked storage data for BeginGroup()/End
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struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box
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struct ImGuiLastItemDataBackup; // Backup and restore IsItemHovered() internal data
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struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only
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struct ImGuiNavMoveResult; // Result of a gamepad/keyboard directional navigation move query result
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struct ImGuiNavItemData; // Result of a gamepad/keyboard directional navigation move query result
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struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions
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struct ImGuiNextWindowData; // Storage for SetNextWindow** functions
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struct ImGuiNextItemData; // Storage for SetNextItem** functions
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@ -1013,18 +1013,18 @@ struct ImGuiPopupData
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ImGuiPopupData() { memset(this, 0, sizeof(*this)); OpenFrameCount = -1; }
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};
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struct ImGuiNavMoveResult
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struct ImGuiNavItemData
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{
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ImGuiWindow* Window; // Best candidate window
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ImGuiID ID; // Best candidate ID
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ImGuiID FocusScopeId; // Best candidate focus scope ID
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float DistBox; // Best candidate box distance to current NavId
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float DistCenter; // Best candidate center distance to current NavId
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float DistAxial;
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ImRect RectRel; // Best candidate bounding box in window relative space
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ImGuiWindow* Window; // Init,Move // Best candidate window (result->ItemWindow->RootWindowForNav == request->Window)
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ImGuiID ID; // Init,Move // Best candidate item ID
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ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID
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ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space
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float DistBox; // Move // Best candidate box distance to current NavId
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float DistCenter; // Move // Best candidate center distance to current NavId
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float DistAxial; // Move // Best candidate axial distance to current NavId
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ImGuiNavMoveResult() { Clear(); }
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void Clear() { Window = NULL; ID = FocusScopeId = 0; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); }
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ImGuiNavItemData() { Clear(); }
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void Clear() { Window = NULL; ID = FocusScopeId = 0; RectRel = ImRect(); DistBox = DistCenter = DistAxial = FLT_MAX; }
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};
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enum ImGuiNextWindowDataFlags_
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@ -1419,9 +1419,9 @@ struct ImGuiContext
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ImGuiKeyModFlags NavMoveRequestKeyMods;
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ImGuiDir NavMoveDir, NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request
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ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename?
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ImGuiNavMoveResult NavMoveResultLocal; // Best move request candidate within NavWindow
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ImGuiNavMoveResult NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)
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ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)
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ImGuiNavItemData NavMoveResultLocal; // Best move request candidate within NavWindow
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ImGuiNavItemData NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)
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ImGuiNavItemData NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)
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ImGuiWindow* NavWrapRequestWindow; // Window which requested trying nav wrap-around.
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ImGuiNavMoveFlags NavWrapRequestFlags; // Wrap-around operation flags.
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@ -1718,8 +1718,8 @@ struct IMGUI_API ImGuiWindowTempData
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// Keyboard/Gamepad navigation
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ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1)
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int NavLayerActiveMask; // Which layers have been written to (result from previous frame)
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int NavLayerActiveMaskNext; // Which layers have been written to (accumulator for current frame)
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short NavLayersActiveMask; // Which layers have been written to (result from previous frame)
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short NavLayersActiveMaskNext;// Which layers have been written to (accumulator for current frame)
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ImGuiID NavFocusScopeIdCurrent; // Current focus scope ID while appending
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bool NavHideHighlightOneFrame;
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bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f)
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@ -2335,7 +2335,7 @@ namespace ImGui
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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 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, int nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel);
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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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// Focus Scope (WIP)
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// This is generally used to identify a selection set (multiple of which may be in the same window), as selection
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@ -3918,7 +3918,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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return false;
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}
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draw_window = g.CurrentWindow; // Child window
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draw_window->DC.NavLayerActiveMaskNext |= (1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it.
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draw_window->DC.NavLayersActiveMaskNext |= (1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it.
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draw_window->DC.CursorPos += style.FramePadding;
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inner_size.x -= draw_window->ScrollbarSizes.x;
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}
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@ -6589,7 +6589,7 @@ void ImGui::EndMenuBar()
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// To do so we claim focus back, restore NavId and then process the movement request for yet another frame.
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// This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth the hassle/cost)
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const ImGuiNavLayer layer = ImGuiNavLayer_Menu;
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IM_ASSERT(window->DC.NavLayerActiveMaskNext & (1 << layer)); // Sanity check
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IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check
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FocusWindow(window);
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SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
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g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection.
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