Branimir Karadžić 7 лет назад
Родитель
Сommit
4521d30959

+ 101 - 19
3rdparty/dear-imgui/imgui.cpp

@@ -2344,6 +2344,15 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
     const ImRect& curr = g.NavScoringRectScreen; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)
     g.NavScoringCount++;
 
+    // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring
+    if (window->ParentWindow == g.NavWindow)
+    {
+        IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened);
+        if (!window->ClipRect.Contains(cand))
+            return false;
+        cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window
+    }
+
     // We perform scoring on items bounding box clipped by the current clipping rectangle on the other axis (clipping on our movement axis would give us equal scores for all clipped items)
     // For example, this ensure that items in one column are not reached when moving vertically from items in another column.
     NavClampRectToVisibleAreaForMoveDir(g.NavMoveClipDir, cand, window->ClipRect);
@@ -2513,6 +2522,8 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
 
     const ImGuiItemFlags item_flags = window->DC.ItemFlags;
     const ImRect nav_bb_rel(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos);
+
+    // Process Init Request
     if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent)
     {
         // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
@@ -2528,9 +2539,9 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
         }
     }
 
-    // Scoring for navigation
+    // Process Move Request (scoring for navigation)
     // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRectScreen + scoring from a rect wrapped according to current wrapping policy)
-    if (g.NavId != id && !(item_flags & ImGuiItemFlags_NoNav))
+    if ((g.NavId != id || (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & ImGuiItemFlags_NoNav))
     {
         ImGuiNavMoveResult* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
 #if IMGUI_DEBUG_NAV_SCORING
@@ -2547,6 +2558,17 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
             result->Window = window;
             result->RectRel = nav_bb_rel;
         }
+
+        const float VISIBLE_RATIO = 0.70f;
+        if ((g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))
+            if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)
+                if (NavScoreItem(&g.NavMoveResultLocalVisibleSet, nav_bb))
+                {
+                    result = &g.NavMoveResultLocalVisibleSet;
+                    result->ID = id;
+                    result->Window = window;
+                    result->RectRel = nav_bb_rel;
+                }
     }
 
     // Update window-relative bounding box of navigated item
@@ -3098,10 +3120,10 @@ static void ImGui::NavUpdateWindowing()
     }
 }
 
+// Scroll to keep newly navigated item fully into view
 // NB: We modify rect_rel by the amount we scrolled for, so it is immediately updated.
 static void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect)
 {
-    // Scroll to keep newly navigated item fully into view
     ImRect window_rect(window->InnerMainRect.Min - ImVec2(1, 1), window->InnerMainRect.Max + ImVec2(1, 1));
     //g.OverlayDrawList.AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]
     if (window_rect.Contains(item_rect))
@@ -3139,12 +3161,16 @@ static void ImGui::NavUpdate()
     if (g.NavScoringCount > 0) printf("[%05d] NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
 #endif
 
-    if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad))
+    bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
+    bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
+
+    // Set input source as Gamepad when buttons are pressed before we map Keyboard (some features differs when used with Gamepad vs Keyboard)
+    if (nav_gamepad_active)
         if (g.IO.NavInputs[ImGuiNavInput_Activate] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Input] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Cancel] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Menu] > 0.0f)
             g.NavInputSource = ImGuiInputSource_NavGamepad;
 
     // Update Keyboard->Nav inputs mapping
-    if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard)
+    if (nav_keyboard_active)
     {
         #define NAV_MAP_KEY(_KEY, _NAV_INPUT) if (IsKeyDown(g.IO.KeyMap[_KEY])) { g.IO.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; }
         NAV_MAP_KEY(ImGuiKey_Space,     ImGuiNavInput_Activate );
@@ -3185,23 +3211,32 @@ static void ImGui::NavUpdate()
     {
         // 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;
 
+        // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.
+        if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)
+            if (g.NavMoveResultLocalVisibleSet.ID != 0 && g.NavMoveResultLocalVisibleSet.ID != g.NavId)
+                result = &g.NavMoveResultLocalVisibleSet;
+
+        // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules.
+        if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow)
+            if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter))
+                result = &g.NavMoveResultOther;
         IM_ASSERT(g.NavWindow && result->Window);
 
-        // Scroll to keep newly navigated item fully into view. Also scroll parent window if necessary.
+        // Scroll to keep newly navigated item fully into view.
         if (g.NavLayer == 0)
         {
             ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos);
             NavScrollToBringItemIntoView(result->Window, rect_abs);
-            if (result->Window->Flags & ImGuiWindowFlags_ChildWindow)
-                NavScrollToBringItemIntoView(result->Window->ParentWindow, rect_abs);
 
             // Estimate upcoming scroll so we can offset our result position so mouse position can be applied immediately after in NavUpdate()
             ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(result->Window, false);
-            result->RectRel.Translate(result->Window->Scroll - next_scroll);
+            ImVec2 delta_scroll = result->Window->Scroll - next_scroll;
+            result->RectRel.Translate(delta_scroll);
+
+            // Also scroll parent window to keep us into view if necessary (we could/should technically recurse back the whole the parent hierarchy).
+            if (result->Window->Flags & ImGuiWindowFlags_ChildWindow)
+                NavScrollToBringItemIntoView(result->Window->ParentWindow, ImRect(rect_abs.Min + delta_scroll, rect_abs.Max + delta_scroll));
         }
 
         // Apply result from previous frame navigation directional move request
@@ -3246,8 +3281,6 @@ static void ImGui::NavUpdate()
     NavUpdateWindowing();
 
     // Set output flags for user application
-    bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
-    bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
     g.IO.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
     g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL) || g.NavInitRequest;
 
@@ -3340,6 +3373,45 @@ static void ImGui::NavUpdate()
         g.NavMoveRequestForward = ImGuiNavForward_ForwardActive;
     }
 
+    // PageUp/PageDown scroll
+    float nav_scoring_rect_offset_y = 0.0f;
+    if (nav_keyboard_active && g.NavMoveDir == ImGuiDir_None && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget && g.NavLayer == 0)
+    {
+        ImGuiWindow* window = g.NavWindow;
+        bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && (allowed_dir_flags & (1 << ImGuiDir_Up));
+        bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && (allowed_dir_flags & (1 << ImGuiDir_Down));
+        if ((page_up_held && !page_down_held) || (page_down_held && !page_up_held))
+        {
+            if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll)
+            {
+                // Fallback manual-scroll when window has no navigable item
+                if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true))
+                    SetWindowScrollY(window, window->Scroll.y - window->InnerClipRect.GetHeight());
+                else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true))
+                    SetWindowScrollY(window, window->Scroll.y + window->InnerClipRect.GetHeight());
+            }
+            else
+            {
+                const ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
+                const float page_offset_y = ImMax(0.0f, window->InnerClipRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
+                if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true))
+                {
+                    nav_scoring_rect_offset_y = -page_offset_y;
+                    g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item)
+                    g.NavMoveClipDir = ImGuiDir_Up;
+                    g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
+                }
+                else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true))
+                {
+                    nav_scoring_rect_offset_y = +page_offset_y;
+                    g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item)
+                    g.NavMoveClipDir = ImGuiDir_Down;
+                    g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
+                }
+            }
+        }
+    }
+
     if (g.NavMoveDir != ImGuiDir_None)
     {
         g.NavMoveRequest = true;
@@ -3359,7 +3431,7 @@ static void ImGui::NavUpdate()
     // Scrolling
     if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
     {
-        // *Fallback* manual-scroll with NavUp/NavDown when window has no navigable item
+        // *Fallback* manual-scroll with Nav directional keys when window has no navigable item
         ImGuiWindow* window = g.NavWindow;
         const float scroll_speed = ImFloor(window->CalcFontSize() * 100 * g.IO.DeltaTime + 0.5f); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
         if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest)
@@ -3387,6 +3459,7 @@ static void ImGui::NavUpdate()
 
     // Reset search results
     g.NavMoveResultLocal.Clear();
+    g.NavMoveResultLocalVisibleSet.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
@@ -3407,6 +3480,7 @@ static void ImGui::NavUpdate()
     // 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)
     ImRect nav_rect_rel = (g.NavWindow && !g.NavWindow->NavRectRel[g.NavLayer].IsInverted()) ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0,0,0,0);
     g.NavScoringRectScreen = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : GetViewportRect();
+    g.NavScoringRectScreen.TranslateY(nav_scoring_rect_offset_y);
     g.NavScoringRectScreen.Min.x = ImMin(g.NavScoringRectScreen.Min.x + 1.0f, g.NavScoringRectScreen.Max.x);
     g.NavScoringRectScreen.Max.x = g.NavScoringRectScreen.Min.x;
     IM_ASSERT(!g.NavScoringRectScreen.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem().
@@ -4644,9 +4718,14 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items
         return;
     }
 
+    // We create the union of the ClipRect and the NavScoringRect which at worst should be 1 page away from ClipRect
+    ImRect unclipped_rect = window->ClipRect;
+    if (g.NavMoveRequest)
+        unclipped_rect.Add(g.NavScoringRectScreen);
+
     const ImVec2 pos = window->DC.CursorPos;
-    int start = (int)((window->ClipRect.Min.y - pos.y) / items_height);
-    int end = (int)((window->ClipRect.Max.y - pos.y) / items_height);
+    int start = (int)((unclipped_rect.Min.y - pos.y) / items_height);
+    int end = (int)((unclipped_rect.Max.y - pos.y) / items_height);
 
     // When performing a navigation request, ensure we have one item extra in the direction we are moving to
     if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Up)
@@ -10310,6 +10389,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
             return false;
         }
         draw_window = GetCurrentWindow();
+        draw_window->DC.NavLayerActiveMaskNext |= draw_window->DC.NavLayerCurrentMask; // This is to ensure that EndChild() will display a navigation highlight
         size.x -= draw_window->ScrollbarSizes.x;
     }
     else
@@ -10705,9 +10785,11 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
     // Select which buffer we are going to display. When ImGuiInputTextFlags_NoLiveEdit is set 'buf' might still be the old value. We set buf to NULL to prevent accidental usage from now on.
     const char* buf_display = (g.ActiveId == id && is_editable) ? edit_state.TempTextBuffer.Data : buf; buf = NULL;
 
-    RenderNavHighlight(frame_bb, id);
     if (!is_multiline)
+    {
+        RenderNavHighlight(frame_bb, id);
         RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
+    }
 
     const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + size.x, frame_bb.Min.y + size.y); // Not using frame_bb.Max because we have adjusted size
     ImVec2 render_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding;
@@ -13362,7 +13444,7 @@ bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_s
         cond = ImGuiCond_Always;
 
     IM_ASSERT(type != NULL);
-    IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 12 characters long");
+    IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long");
     IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));
     IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once);
     IM_ASSERT(payload.SourceId != 0);                               // Not called between BeginDragDropSource() and EndDragDropSource()

+ 2 - 3
3rdparty/dear-imgui/imgui_demo.cpp

@@ -1221,11 +1221,10 @@ void ImGui::ShowDemoWindow(bool* p_open)
                 ImGui::Columns(2);
                 for (int i = 0; i < 100; i++)
                 {
-                    if (i == 50)
-                        ImGui::NextColumn();
                     char buf[32];
-                    sprintf(buf, "%08x", i*5731);
+                    sprintf(buf, "%03d", i);
                     ImGui::Button(buf, ImVec2(-1.0f, 0.0f));
+                    ImGui::NextColumn();
                 }
                 ImGui::EndChild();
                 ImGui::PopStyleVar();

+ 8 - 5
3rdparty/dear-imgui/imgui_internal.h

@@ -315,10 +315,12 @@ enum ImGuiNavDirSourceFlags_
 
 enum ImGuiNavMoveFlags_
 {
-    ImGuiNavMoveFlags_LoopX     = 1 << 0,   // On failed request, restart from opposite side
-    ImGuiNavMoveFlags_LoopY     = 1 << 1,
-    ImGuiNavMoveFlags_WrapX     = 1 << 2,   // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left)
-    ImGuiNavMoveFlags_WrapY     = 1 << 3    // This is not super useful for provided for completeness
+    ImGuiNavMoveFlags_LoopX                 = 1 << 0,   // On failed request, restart from opposite side
+    ImGuiNavMoveFlags_LoopY                 = 1 << 1,
+    ImGuiNavMoveFlags_WrapX                 = 1 << 2,   // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left)
+    ImGuiNavMoveFlags_WrapY                 = 1 << 3,   // This is not super useful for provided for completeness
+    ImGuiNavMoveFlags_AllowCurrentNavId     = 1 << 4,   // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place)
+    ImGuiNavMoveFlags_AlsoScoreVisibleSet   = 1 << 5    // Store alternate result in NavMoveResultLocalVisibleSet that only comprise elements that are already fully visible.
 };
 
 enum ImGuiNavForward
@@ -673,7 +675,8 @@ struct ImGuiContext
     ImGuiDir                NavMoveDir, NavMoveDirLast;         // Direction of the move request (left/right/up/down), direction of the previous move request
     ImGuiDir                NavMoveClipDir;
     ImGuiNavMoveResult      NavMoveResultLocal;                 // Best move request candidate within NavWindow
-    ImGuiNavMoveResult      NavMoveResultOther;                 // Best move request candidate within NavWindow's flattened hierarchy (when using the NavFlattened flag)
+    ImGuiNavMoveResult      NavMoveResultLocalVisibleSet;       // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)
+    ImGuiNavMoveResult      NavMoveResultOther;                 // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)
 
     // Render
     ImDrawData              DrawData;                           // Main ImDrawData instance to pass render information to the user