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@@ -909,6 +909,7 @@ static void NavUpdateWindowing();
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static void NavUpdateWindowingOverlay();
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static void NavUpdateInitResult();
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static void NavUpdateCancelRequest();
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+static void NavUpdateCreateMoveRequest();
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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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@@ -9110,8 +9111,8 @@ static void ImGui::NavUpdate()
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// Set input source as Gamepad when buttons are pressed (as some features differs when used with Gamepad vs Keyboard)
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// (do it before we map Keyboard input!)
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- bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
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- bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
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+ const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
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+ const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
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if (nav_gamepad_active && g.NavInputSource != ImGuiInputSource_Gamepad)
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{
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if (io.NavInputs[ImGuiNavInput_Activate] > 0.0f || io.NavInputs[ImGuiNavInput_Input] > 0.0f || io.NavInputs[ImGuiNavInput_Cancel] > 0.0f || io.NavInputs[ImGuiNavInput_Menu] > 0.0f
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@@ -9210,10 +9211,73 @@ static void ImGui::NavUpdate()
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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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+ // Process move requests
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+ NavUpdateCreateMoveRequest();
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+ NavUpdateAnyRequestFlag();
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+
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+ // Scrolling
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+ if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
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+ {
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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.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest) //-V560
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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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+ if (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down)
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+ SetScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
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+ }
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+
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+ // *Normal* Manual scroll with NavScrollXXX keys
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+ // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
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+ ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f / 10.0f, 10.0f);
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+ if (scroll_dir.x != 0.0f && window->ScrollbarX)
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+ SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed));
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+ if (scroll_dir.y != 0.0f)
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+ SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed));
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+ }
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+
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+ // [DEBUG]
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+ g.NavScoringCount = 0;
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+#if IMGUI_DEBUG_NAV_RECTS
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+ if (g.NavWindow)
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+ {
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+ ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow);
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+ if (1) { for (int layer = 0; layer < 2; layer++) draw_list->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG]
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+ if (1) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
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+ }
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+#endif
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+}
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+
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+static void ImGui::NavUpdateInitResult()
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+{
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+ // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void)
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+ ImGuiContext& g = *GImGui;
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+ if (!g.NavWindow)
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+ return;
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+
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+ // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
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+ // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently.
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+ IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name);
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+ SetNavID(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel);
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+ if (g.NavInitRequestFromMove)
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+ {
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+ g.NavDisableHighlight = false;
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+ g.NavDisableMouseHover = g.NavMousePosDirty = true;
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+ }
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+}
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+
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+void ImGui::NavUpdateCreateMoveRequest()
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+{
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+ ImGuiContext& g = *GImGui;
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+ ImGuiIO& io = g.IO;
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+ ImGuiWindow* window = g.NavWindow;
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+
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if (g.NavMoveRequestForwardToNextFrame)
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{
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// Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window)
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- // (Preserve g.NavMoveRequestFlags, g.NavMoveClipDir which were set by the NavMoveRequestForward() function)
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+ // (preserve most state, which were already set by the NavMoveRequestForward() function)
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IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);
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IM_ASSERT(g.NavMoveRequestFlags & ImGuiNavMoveFlags_Forwarded);
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IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir);
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@@ -9224,7 +9288,7 @@ static void ImGui::NavUpdate()
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// Initiate directional inputs request
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g.NavMoveDir = ImGuiDir_None;
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g.NavMoveRequestFlags = ImGuiNavMoveFlags_None;
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- if (g.NavWindow && !g.NavWindowingTarget && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
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+ if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs))
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{
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const ImGuiInputReadMode read_mode = ImGuiInputReadMode_Repeat;
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if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && (IsNavInputTest(ImGuiNavInput_DpadLeft, read_mode) || IsNavInputTest(ImGuiNavInput_KeyLeft_, read_mode))) { g.NavMoveDir = ImGuiDir_Left; }
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@@ -9237,6 +9301,7 @@ static void ImGui::NavUpdate()
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// Update PageUp/PageDown/Home/End scroll
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// FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag?
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+ const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
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float nav_scoring_rect_offset_y = 0.0f;
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if (nav_keyboard_active)
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nav_scoring_rect_offset_y = NavUpdatePageUpPageDown();
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@@ -9244,56 +9309,29 @@ static void ImGui::NavUpdate()
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// If we initiate a movement request and have no current NavId, we initiate a InitDefaultRequest that will be used as a fallback if the direction fails to find a match
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if (g.NavMoveDir != ImGuiDir_None)
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{
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+ IM_ASSERT(window != NULL);
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g.NavMoveRequest = true;
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g.NavMoveRequestKeyMods = io.KeyMods;
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g.NavMoveDirLast = g.NavMoveDir;
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+ g.NavMoveResultLocal.Clear();
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+ g.NavMoveResultLocalVisibleSet.Clear();
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+ g.NavMoveResultOther.Clear();
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}
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+
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+ // Moving with no reference triggers a init request
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if (g.NavMoveRequest && g.NavId == 0)
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{
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IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", g.NavWindow->Name, g.NavLayer);
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g.NavInitRequest = g.NavInitRequestFromMove = true;
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- // Reassigning with same value, we're being explicit here.
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- g.NavInitResultId = 0; // -V1048
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+ g.NavInitResultId = 0;
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g.NavDisableHighlight = false;
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}
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- NavUpdateAnyRequestFlag();
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- if (g.NavMoveDir != ImGuiDir_None)
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- IM_ASSERT(g.NavMoveRequest);
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-
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- // Scrolling
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- if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
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- {
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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.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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- if (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down)
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- SetScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
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- }
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-
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- // *Normal* Manual scroll with NavScrollXXX keys
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- // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
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- ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f / 10.0f, 10.0f);
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- if (scroll_dir.x != 0.0f && window->ScrollbarX)
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- SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed));
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- if (scroll_dir.y != 0.0f)
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- SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed));
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- }
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-
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- // Reset search results
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- g.NavMoveResultLocal.Clear();
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- g.NavMoveResultLocalVisibleSet.Clear();
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- g.NavMoveResultOther.Clear();
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// When using gamepad, we project the reference nav bounding box into window visible area.
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// This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, since with gamepad every movements are relative
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// (can't focus a visible object like we can with the mouse).
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- if (g.NavMoveRequest && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main)
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+ if (g.NavMoveRequest && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)
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{
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- ImGuiWindow* window = g.NavWindow;
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ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1, 1), window->InnerRect.Max - window->Pos + ImVec2(1, 1));
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if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
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{
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@@ -9306,39 +9344,16 @@ static void ImGui::NavUpdate()
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}
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// For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
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- ImRect nav_rect_rel = g.NavWindow && !g.NavWindow->NavRectRel[g.NavLayer].IsInverted() ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);
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- g.NavScoringRect = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : ImRect(0, 0, 0, 0);
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- g.NavScoringRect.TranslateY(nav_scoring_rect_offset_y);
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- g.NavScoringRect.Min.x = ImMin(g.NavScoringRect.Min.x + 1.0f, g.NavScoringRect.Max.x);
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- g.NavScoringRect.Max.x = g.NavScoringRect.Min.x;
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- IM_ASSERT(!g.NavScoringRect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem().
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- //GetForegroundDrawList()->AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG]
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- g.NavScoringCount = 0;
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-#if IMGUI_DEBUG_NAV_RECTS
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- if (g.NavWindow)
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- {
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- ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow);
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- if (1) { for (int layer = 0; layer < 2; layer++) draw_list->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG]
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- if (1) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
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- }
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-#endif
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-}
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-
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-static void ImGui::NavUpdateInitResult()
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-{
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- // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void)
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- ImGuiContext& g = *GImGui;
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- if (!g.NavWindow)
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- return;
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-
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- // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
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- // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently.
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- IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name);
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- SetNavID(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel);
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- if (g.NavInitRequestFromMove)
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+ g.NavScoringRect = ImRect();
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+ if (window)
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{
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- g.NavDisableHighlight = false;
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- g.NavDisableMouseHover = g.NavMousePosDirty = true;
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+ ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);
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+ g.NavScoringRect = ImRect(window->Pos + nav_rect_rel.Min, window->Pos + nav_rect_rel.Max);
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+ g.NavScoringRect.TranslateY(nav_scoring_rect_offset_y);
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+ g.NavScoringRect.Min.x = ImMin(g.NavScoringRect.Min.x + 1.0f, g.NavScoringRect.Max.x);
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+ g.NavScoringRect.Max.x = g.NavScoringRect.Min.x;
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+ IM_ASSERT(!g.NavScoringRect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem().
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+ //GetForegroundDrawList()->AddRect(g.NavScoringRect.Min, g.NavScoringRect.Max, IM_COL32(255,200,0,255)); // [DEBUG]
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}
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}
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