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Nav: Maintaining a NavActivatePressedId field that widget can conveniently use along with NavActivateDownId.
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parent
fb7cf4a475
commit
e5e3cc617e
21
imgui.cpp
21
imgui.cpp
@ -3042,28 +3042,31 @@ static void ImGui::NavUpdate()
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}
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}
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g.NavActivateId = g.NavActivateDownId = g.NavInputId = 0;
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if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget)
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// Process manual activation request
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g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = 0;
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if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
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{
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if (g.ActiveId == 0 && IsNavInputPressed(ImGuiNavInput_PadActivate, ImGuiInputReadMode_Pressed))
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bool activate_down = IsNavInputDown(ImGuiNavInput_PadActivate);
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bool activate_pressed = activate_down && IsNavInputPressed(ImGuiNavInput_PadActivate, ImGuiInputReadMode_Pressed);
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if (g.ActiveId == 0 && activate_pressed)
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g.NavActivateId = g.NavId;
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if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputDown(ImGuiNavInput_PadActivate))
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if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down)
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g.NavActivateDownId = g.NavId;
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if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed)
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g.NavActivatePressedId = g.NavId;
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if (g.ActiveId == 0 && IsNavInputPressed(ImGuiNavInput_PadInput, ImGuiInputReadMode_Pressed))
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g.NavInputId = g.NavId;
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}
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if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
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{
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g.NavActivateId = g.NavActivateDownId = g.NavInputId = 0;
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g.NavDisableHighlight = true;
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}
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if (g.NavActivateId != 0)
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IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
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g.NavMoveRequest = false;
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// Process explicit activation request
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// Process programmatic activation request
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if (g.NavNextActivateId != 0)
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g.NavActivateId = g.NavActivateDownId = g.NavInputId = g.NavNextActivateId;
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g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = g.NavNextActivateId;
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g.NavNextActivateId = 0;
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// Initiate directional inputs request
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@ -608,8 +608,9 @@ struct ImGuiContext
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// Navigation data (for gamepad/keyboard)
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ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow'
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ImGuiID NavId; // Focused item for navigation
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ImGuiID NavActivateId; // ~~ IsNavInputPressed(ImGuiNavInput_PadActivate) ? NavId : 0, also set when calling ActivateItem()
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ImGuiID NavActivateDownId; // ~~ IsNavInputPressed(ImGuiNavInput_PadActivate) ? NavId : 0
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ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_PadActivate) ? NavId : 0, also set when calling ActivateItem()
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ImGuiID NavActivateDownId; // ~~ IsNavInputDown(ImGuiNavInput_PadActivate) ? NavId : 0
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ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_PadActivate) ? NavId : 0
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ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_PadInput) ? NavId : 0
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ImGuiID NavJustTabbedId; // Just tabbed to this id.
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ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame
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@ -730,7 +731,7 @@ struct ImGuiContext
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NextTreeNodeOpenCond = 0;
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NavWindow = NULL;
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NavId = NavActivateId = NavActivateDownId = NavInputId = 0;
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NavId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0;
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NavJustTabbedId = NavJustMovedToId = NavNextActivateId = 0;
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NavScoringRectScreen = ImRect();
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NavScoringCount = 0;
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