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Internals: (Breaking) changed g.NavDisableHighlight to g.NavCursorVisible : same logic but inverted value. (#1074, #2048, #7237, #8059, #1712, #7370, #787)

ocornut 9 luni în urmă
părinte
comite
23b655f8e3
4 a modificat fișierele cu 26 adăugiri și 25 ștergeri
  1. 18 18
      imgui.cpp
  2. 1 1
      imgui.h
  3. 2 1
      imgui_internal.h
  4. 5 5
      imgui_widgets.cpp

+ 18 - 18
imgui.cpp

@@ -3701,7 +3701,7 @@ void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFl
     ImGuiContext& g = *GImGui;
     if (id != g.NavId)
         return;
-    if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw))
+    if (!g.NavCursorVisible && !(flags & ImGuiNavHighlightFlags_AlwaysDraw))
         return;
     if (id == g.LastItemData.ID && (g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav))
         return;
@@ -3910,7 +3910,7 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas)
     NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
     NavIdIsAlive = false;
     NavMousePosDirty = false;
-    NavDisableHighlight = true;
+    NavCursorVisible = false;
     NavDisableMouseHover = false;
 
     NavAnyRequest = false;
@@ -4444,7 +4444,7 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
     ImGuiWindow* window = g.CurrentWindow;
     IM_ASSERT_USER_ERROR((flags & ~ImGuiHoveredFlags_AllowedMaskForIsItemHovered) == 0, "Invalid flags for IsItemHovered()!");
 
-    if (g.NavDisableMouseHover && !g.NavDisableHighlight && !(flags & ImGuiHoveredFlags_NoNavOverride))
+    if (g.NavDisableMouseHover && g.NavCursorVisible && !(flags & ImGuiHoveredFlags_NoNavOverride))
     {
         if (!IsItemFocused())
             return false;
@@ -4824,7 +4824,7 @@ void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
     ImGuiContext& g = *GImGui;
     FocusWindow(window);
     SetActiveID(window->MoveId, window);
-    g.NavDisableHighlight = true;
+    g.NavCursorVisible = false;
     g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindow->Pos;
     g.ActiveIdNoClearOnFocusLoss = true;
     SetActiveIdUsingAllKeyboardKeys();
@@ -5835,7 +5835,7 @@ bool ImGui::IsAnyItemActive()
 bool ImGui::IsAnyItemFocused()
 {
     ImGuiContext& g = *GImGui;
-    return g.NavId != 0 && !g.NavDisableHighlight;
+    return g.NavId != 0 && g.NavCursorVisible;
 }
 
 bool ImGui::IsItemVisible()
@@ -6689,7 +6689,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
         // Title bar only
         const float backup_border_size = style.FrameBorderSize;
         g.Style.FrameBorderSize = window->WindowBorderSize;
-        ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed);
+        ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && g.NavCursorVisible) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed);
         RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding);
         g.Style.FrameBorderSize = backup_border_size;
     }
@@ -12189,7 +12189,7 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
 
         ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET_MOUSE * scale;
         ImRect r_avoid;
-        if (!g.NavDisableHighlight && g.NavDisableMouseHover && !g.IO.ConfigNavMoveSetMousePos)
+        if (g.NavCursorVisible && g.NavDisableMouseHover && !g.IO.ConfigNavMoveSetMousePos)
             r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);
         else
             r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * scale, ref_pos.y + 24 * scale); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
@@ -12272,7 +12272,7 @@ void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
     if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
         g.NavDisableMouseHover = true;
     else
-        g.NavDisableHighlight = true;
+        g.NavCursorVisible = false;
 
     // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it)
     NavClearPreferredPosForAxis(ImGuiAxis_X);
@@ -12738,7 +12738,7 @@ void ImGui::NavRestoreLayer(ImGuiNavLayer layer)
 void ImGui::NavRestoreHighlightAfterMove()
 {
     ImGuiContext& g = *GImGui;
-    g.NavDisableHighlight = false;
+    g.NavCursorVisible = true;
     g.NavDisableMouseHover = g.NavMousePosDirty = true;
 }
 
@@ -12789,7 +12789,7 @@ static ImGuiInputSource ImGui::NavCalcPreferredRefPosSource()
     const bool activated_shortcut = g.ActiveId != 0 && g.ActiveIdFromShortcut && g.ActiveId == g.LastItemData.ID;
 
     // Testing for !activated_shortcut here could in theory be removed if we decided that activating a remote shortcut altered one of the g.NavDisableXXX flag.
-    if ((g.NavDisableHighlight || !g.NavDisableMouseHover || !window) && !activated_shortcut)
+    if ((!g.NavCursorVisible || !g.NavDisableMouseHover || !window) && !activated_shortcut)
         return ImGuiInputSource_Mouse;
     else
         return ImGuiInputSource_Keyboard; // or Nav in general
@@ -12897,7 +12897,7 @@ static void ImGui::NavUpdate()
     // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling)
     bool set_mouse_pos = false;
     if (g.NavMousePosDirty && g.NavIdIsAlive)
-        if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
+        if (g.NavCursorVisible && g.NavDisableMouseHover && g.NavWindow)
             set_mouse_pos = true;
     g.NavMousePosDirty = false;
     IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu);
@@ -12913,7 +12913,7 @@ static void ImGui::NavUpdate()
 
     // Set output flags for user application
     io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
-    io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL);
+    io.NavVisible = (io.NavActive && g.NavId != 0 && g.NavCursorVisible) || (g.NavWindowingTarget != NULL);
 
     // Process NavCancel input (to close a popup, get back to parent, clear focus)
     NavUpdateCancelRequest();
@@ -12921,7 +12921,7 @@ static void ImGui::NavUpdate()
     // Process manual activation request
     g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = 0;
     g.NavActivateFlags = ImGuiActivateFlags_None;
-    if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
+    if (g.NavId != 0 && g.NavCursorVisible && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
     {
         const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_NoOwner));
         const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, 0, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, 0, ImGuiKeyOwner_NoOwner)));
@@ -12946,7 +12946,7 @@ static void ImGui::NavUpdate()
         }
     }
     if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
-        g.NavDisableHighlight = true;
+        g.NavCursorVisible = false;
     if (g.NavActivateId != 0)
         IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
 
@@ -13003,7 +13003,7 @@ static void ImGui::NavUpdate()
     // Always prioritize mouse highlight if navigation is disabled
     if (!nav_keyboard_active && !nav_gamepad_active)
     {
-        g.NavDisableHighlight = true;
+        g.NavCursorVisible = false;
         g.NavDisableMouseHover = set_mouse_pos = false;
     }
 
@@ -13147,7 +13147,7 @@ void ImGui::NavUpdateCreateMoveRequest()
         IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "<NULL>", g.NavLayer);
         g.NavInitRequest = g.NavInitRequestFromMove = true;
         g.NavInitResult.ID = 0;
-        g.NavDisableHighlight = false;
+        g.NavCursorVisible = true;
     }
 
     // When using gamepad, we project the reference nav bounding box into window visible area.
@@ -13211,7 +13211,7 @@ void ImGui::NavUpdateCreateTabbingRequest()
     // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping.
     const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
     if (nav_keyboard_active)
-        g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavDisableHighlight == true && g.ActiveId == 0) ? 0 : +1;
+        g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavCursorVisible == false && g.ActiveId == 0) ? 0 : +1;
     else
         g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1;
     ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate;
@@ -15823,7 +15823,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
         Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
         Text("NavActivateId/DownId/PressedId: %08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId);
         Text("NavActivateFlags: %04X", g.NavActivateFlags);
-        Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
+        Text("NavCursorVisible: %d, NavDisableMouseHover: %d", g.NavCursorVisible, g.NavDisableMouseHover);
         Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId);
         Text("NavFocusRoute[] = ");
         for (int path_n = g.NavFocusRoute.Size - 1; path_n >= 0; path_n--)

+ 1 - 1
imgui.h

@@ -29,7 +29,7 @@
 // Library Version
 // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
 #define IMGUI_VERSION       "1.91.4 WIP"
-#define IMGUI_VERSION_NUM   19135
+#define IMGUI_VERSION_NUM   19136
 #define IMGUI_HAS_TABLE
 
 /*

+ 2 - 1
imgui_internal.h

@@ -2144,7 +2144,8 @@ struct ImGuiContext
     ImGuiSelectionUserData  NavLastValidSelectionUserData;      // Last valid data passed to SetNextItemSelectionUser(), or -1. For current window. Not reset when focusing an item that doesn't have selection data.
     bool                    NavIdIsAlive;                       // Nav widget has been seen this frame ~~ NavRectRel is valid
     bool                    NavMousePosDirty;                   // When set we will update mouse position if io.ConfigNavMoveSetMousePos is set (not enabled by default)
-    bool                    NavDisableHighlight;                // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover)
+    bool                    NavCursorVisible;                   // Nav focus rectangle is visible? We hide it after a mouse click. We show it after a nav move.
+    //bool                  NavDisableHighlight;                // Before 1.91.4 (2024/10/18) we used g.NavDisableHighlight. g.NavCursorVisible is the new variable name, with opposite value (g.NavDisableHighlight = !g.NavCursorVisible)
     bool                    NavDisableMouseHover;               // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again.
 
     // Navigation: Init & Move Requests

+ 5 - 5
imgui_widgets.cpp

@@ -620,12 +620,12 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
         }
 
         if (pressed)
-            g.NavDisableHighlight = true;
+            g.NavCursorVisible = false;
     }
 
     // Gamepad/Keyboard handling
     // We report navigated and navigation-activated items as hovered but we don't set g.HoveredId to not interfere with mouse.
-    if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover)
+    if (g.NavId == id && g.NavCursorVisible && g.NavDisableMouseHover)
         if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus))
             hovered = true;
     if (g.NavActivateDownId == id)
@@ -689,7 +689,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
                 ClearActiveID();
             }
             if (!(flags & ImGuiButtonFlags_NoNavFocus))
-                g.NavDisableHighlight = true;
+                g.NavCursorVisible = false;
         }
         else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
         {
@@ -7001,7 +7001,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
         if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent)
         {
             SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId, WindowRectAbsToRel(window, bb)); // (bb == NavRect)
-            g.NavDisableHighlight = true;
+            g.NavCursorVisible = false;
         }
     }
     if (pressed)
@@ -8624,7 +8624,7 @@ void ImGui::EndMenuBar()
             IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check (FIXME: Seems unnecessary)
             FocusWindow(window);
             SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
-            g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection.
+            g.NavCursorVisible = false; // Hide nav cursor for the current frame so we don't see the intermediary selection.
             g.NavDisableMouseHover = g.NavMousePosDirty = true;
             NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); // Repeat
         }