Nav: Drag, Slider: When already past a limit and pushing in the direction of the limit, we don't clamp values again. (#787)

docking
omar 7 years ago
parent 04d5783ffd
commit 10a4a77b27

@ -2939,7 +2939,7 @@ static void ImGui::NavUpdate()
ImGuiWindow* parent_window = g.NavWindow->ParentWindow; ImGuiWindow* parent_window = g.NavWindow->ParentWindow;
FocusWindow(parent_window); FocusWindow(parent_window);
IM_ASSERT(child_window->ChildId != 0); IM_ASSERT(child_window->ChildId != 0);
SetNavID(child_window->ChildId, g.NavLayer); // FIXME-NAV: Layer not necessarily correct SetNavID(child_window->ChildId, 0);
g.NavIdIsAlive = false; g.NavIdIsAlive = false;
if (g.NavDisableMouseHover) if (g.NavDisableMouseHover)
g.NavMousePosDirty = true; g.NavMousePosDirty = true;
@ -8421,8 +8421,10 @@ bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v
} }
if (IsNavInputDown(ImGuiNavInput_PadTweakFast)) if (IsNavInputDown(ImGuiNavInput_PadTweakFast))
delta *= 10.0f; delta *= 10.0f;
clicked_t = ImSaturate(clicked_t + delta); // FIXME-NAV: todo: cancel adjustment if current value already past edge and we are moving in edge direction, to avoid clamping value to edge. clicked_t = ImSaturate(clicked_t + delta);
set_new_value = true; set_new_value = true;
if ((clicked_t >= 1.0f && delta > 0.0f) || (clicked_t <= 0.0f && delta < 0.0f)) // This is to avoid applying the saturation when already past the limits
set_new_value = false;
} }
} }
else else
@ -8749,6 +8751,8 @@ bool ImGui::DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_s
if (g.ActiveIdSource == ImGuiInputSource_Nav) if (g.ActiveIdSource == ImGuiInputSource_Nav)
{ {
adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard|ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f/10.0f, 10.0f).x; adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard|ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f/10.0f, 10.0f).x;
if (v_min < v_max && ((v_cur >= v_max && adjust_delta > 0.0f) || (v_cur <= v_min && adjust_delta < 0.0f))) // This is to avoid applying the saturation when already past the limits
adjust_delta = 0.0f;
v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision)); v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision));
} }
adjust_delta *= v_speed; adjust_delta *= v_speed;

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