Nav: Internals: Moved some enums and functions to internals, renamed ImGuiNavReadMode to ImGuiInputReadMode as well. (#787)

docking
omar 7 years ago
parent 8227176c17
commit 28671aa821

@ -2652,45 +2652,25 @@ static ImGuiWindow* FindWindowNavigable(int i_start, int i_stop, int dir) // FIX
return NULL;
}
enum ImGuiNavReadMode
{
ImGuiNavReadMode_Down,
ImGuiNavReadMode_Pressed,
ImGuiNavReadMode_Released,
ImGuiNavReadMode_Repeat,
ImGuiNavReadMode_RepeatSlow,
ImGuiNavReadMode_RepeatFast
};
typedef int ImGuiNavDirSource;
enum ImGuiNavDirSource_
{
ImGuiNavDirSource_Key = 1 << 0,
ImGuiNavDirSource_PadLStick = 1 << 1,
ImGuiNavDirSource_PadRStick = 1 << 2
};
// FIXME-NAV: Expose navigation repeat delay/rate
static float GetNavInputAmount(ImGuiNavInput n, ImGuiNavReadMode mode)
float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode)
{
ImGuiContext& g = *GImGui;
if (mode == ImGuiNavReadMode_Down)
return g.IO.NavInputs[n]; // Instant, read analog input (0.0f..1.0f, as provided by user)
if (mode == ImGuiInputReadMode_Down)
return g.IO.NavInputs[n]; // Instant, read analog input (0.0f..1.0f, as provided by user)
const float t = g.IO.NavInputsDownDuration[n];
if (t < 0.0f && mode == ImGuiNavReadMode_Released) // Return 1.0f when just released, no repeat, ignore analog input.
if (t < 0.0f && mode == ImGuiInputReadMode_Released) // Return 1.0f when just released, no repeat, ignore analog input.
return (g.IO.NavInputsDownDurationPrev[n] >= 0.0f ? 1.0f : 0.0f);
if (t < 0.0f)
return 0.0f;
if (mode == ImGuiNavReadMode_Pressed) // Return 1.0f when just pressed, no repeat, ignore analog input.
if (mode == ImGuiInputReadMode_Pressed) // Return 1.0f when just pressed, no repeat, ignore analog input.
return (t == 0.0f) ? 1.0f : 0.0f;
if (mode == ImGuiNavReadMode_Repeat)
return (float)ImGui::CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.80f);
if (mode == ImGuiNavReadMode_RepeatSlow)
return (float)ImGui::CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 1.00f, g.IO.KeyRepeatRate * 2.00f);
if (mode == ImGuiNavReadMode_RepeatFast)
return (float)ImGui::CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.30f);
if (mode == ImGuiInputReadMode_Repeat)
return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.80f);
if (mode == ImGuiInputReadMode_RepeatSlow)
return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 1.00f, g.IO.KeyRepeatRate * 2.00f);
if (mode == ImGuiInputReadMode_RepeatFast)
return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.30f);
return 0.0f;
}
@ -2701,24 +2681,24 @@ static bool IsNavInputDown(ImGuiNavInput n)
}
// Equivalent of IsKeyPressed() for NavInputs[]
static bool IsNavInputPressed(ImGuiNavInput n, ImGuiNavReadMode mode)
static bool IsNavInputPressed(ImGuiNavInput n, ImGuiInputReadMode mode)
{
return GetNavInputAmount(n, mode) > 0.0f;
return ImGui::GetNavInputAmount(n, mode) > 0.0f;
}
static bool IsNavInputPressedAnyOfTwo(ImGuiNavInput n1, ImGuiNavInput n2, ImGuiNavReadMode mode)
static bool IsNavInputPressedAnyOfTwo(ImGuiNavInput n1, ImGuiNavInput n2, ImGuiInputReadMode mode)
{
return (GetNavInputAmount(n1, mode) + GetNavInputAmount(n2, mode)) > 0.0f;
return (ImGui::GetNavInputAmount(n1, mode) + ImGui::GetNavInputAmount(n2, mode)) > 0.0f;
}
static ImVec2 GetNavInputAmount2d(ImGuiNavDirSource dir_sources, ImGuiNavReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f)
ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor, float fast_factor)
{
ImVec2 delta(0.0f, 0.0f);
if (dir_sources & ImGuiNavDirSource_Key)
if (dir_sources & ImGuiNavDirSourceFlags_Key)
delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight, mode) - GetNavInputAmount(ImGuiNavInput_KeyLeft, mode), GetNavInputAmount(ImGuiNavInput_KeyDown, mode) - GetNavInputAmount(ImGuiNavInput_KeyUp, mode));
if (dir_sources & ImGuiNavDirSource_PadLStick)
if (dir_sources & ImGuiNavDirSourceFlags_PadLStick)
delta += ImVec2(GetNavInputAmount(ImGuiNavInput_PadLStickRight, mode) - GetNavInputAmount(ImGuiNavInput_PadLStickLeft, mode), GetNavInputAmount(ImGuiNavInput_PadLStickDown, mode) - GetNavInputAmount(ImGuiNavInput_PadLStickUp, mode));
if (dir_sources & ImGuiNavDirSource_PadRStick)
if (dir_sources & ImGuiNavDirSourceFlags_PadRStick)
delta += ImVec2(GetNavInputAmount(ImGuiNavInput_PadRStickRight, mode) - GetNavInputAmount(ImGuiNavInput_PadRStickLeft, mode), GetNavInputAmount(ImGuiNavInput_PadRStickDown, mode) - GetNavInputAmount(ImGuiNavInput_PadRStickUp, mode));
if (slow_factor != 0.0f && IsNavInputDown(ImGuiNavInput_PadTweakSlow))
delta *= slow_factor;
@ -2733,7 +2713,7 @@ static void ImGui::NavUpdateWindowing()
ImGuiContext& g = *GImGui;
bool toggle_layer = false;
if (!g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_PadMenu, ImGuiNavReadMode_Pressed))
if (!g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_PadMenu, ImGuiInputReadMode_Pressed))
{
ImGuiWindow* window = g.NavWindow;
if (!window)
@ -2753,7 +2733,7 @@ static void ImGui::NavUpdateWindowing()
g.NavWindowingToggleLayer &= (g.NavWindowingDisplayAlpha < 1.0f); // Once button is held long enough we don't consider it a tag-to-toggle-layer press anymore.
// Select window to focus
const int focus_change_dir = (int)IsNavInputPressed(ImGuiNavInput_PadFocusPrev, ImGuiNavReadMode_RepeatSlow) - (int)IsNavInputPressed(ImGuiNavInput_PadFocusNext, ImGuiNavReadMode_RepeatSlow);
const int focus_change_dir = (int)IsNavInputPressed(ImGuiNavInput_PadFocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputPressed(ImGuiNavInput_PadFocusNext, ImGuiInputReadMode_RepeatSlow);
if (focus_change_dir != 0 && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal))
{
const int i_current = FindWindowIndex(g.NavWindowingTarget);
@ -2768,7 +2748,7 @@ static void ImGui::NavUpdateWindowing()
// Move window
if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
{
const ImVec2 move_delta = GetNavInputAmount2d(ImGuiNavDirSource_PadRStick, ImGuiNavReadMode_Down);
const ImVec2 move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadRStick, ImGuiInputReadMode_Down);
if (move_delta.x != 0.0f || move_delta.y != 0.0f)
{
const float move_speed = ImFloor(600 * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y));
@ -2802,7 +2782,7 @@ static void ImGui::NavUpdateWindowing()
}
// Keyboard: Press and release ALT to toggle menu
if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && IsNavInputPressed(ImGuiNavInput_KeyMenu, ImGuiNavReadMode_Released))
if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && IsNavInputPressed(ImGuiNavInput_KeyMenu, ImGuiInputReadMode_Released))
toggle_layer = true;
if (toggle_layer && g.NavWindow)
@ -2921,7 +2901,7 @@ static void ImGui::NavUpdate()
g.IO.NavActive = (g.IO.NavUsable && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL) || g.NavInitRequest;
// Process NavCancel input (to close a popup, get back to parent, clear focus)
if (IsNavInputPressed(ImGuiNavInput_PadCancel, ImGuiNavReadMode_Pressed))
if (IsNavInputPressed(ImGuiNavInput_PadCancel, ImGuiInputReadMode_Pressed))
{
if (g.ActiveId != 0)
{
@ -2965,11 +2945,11 @@ static void ImGui::NavUpdate()
g.NavActivateId = g.NavActivateDownId = g.NavInputId = 0;
if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget)
{
if (g.ActiveId == 0 && IsNavInputPressed(ImGuiNavInput_PadActivate, ImGuiNavReadMode_Pressed))
if (g.ActiveId == 0 && IsNavInputPressed(ImGuiNavInput_PadActivate, ImGuiInputReadMode_Pressed))
g.NavActivateId = g.NavId;
if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputDown(ImGuiNavInput_PadActivate))
g.NavActivateDownId = g.NavId;
if (g.ActiveId == 0 && IsNavInputPressed(ImGuiNavInput_PadInput, ImGuiNavReadMode_Pressed))
if (g.ActiveId == 0 && IsNavInputPressed(ImGuiNavInput_PadInput, ImGuiInputReadMode_Pressed))
g.NavInputId = g.NavId;
}
if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
@ -2993,10 +2973,10 @@ static void ImGui::NavUpdate()
g.NavMoveDir = ImGuiDir_None;
if (g.NavWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
{
if ((allowed_dir_flags & (1<<ImGuiDir_Left)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_PadLStickLeft, ImGuiNavInput_KeyLeft, ImGuiNavReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Left;
if ((allowed_dir_flags & (1<<ImGuiDir_Right)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_PadLStickRight,ImGuiNavInput_KeyRight,ImGuiNavReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Right;
if ((allowed_dir_flags & (1<<ImGuiDir_Up)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_PadLStickUp, ImGuiNavInput_KeyUp, ImGuiNavReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Up;
if ((allowed_dir_flags & (1<<ImGuiDir_Down)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_PadLStickDown, ImGuiNavInput_KeyDown, ImGuiNavReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Down;
if ((allowed_dir_flags & (1<<ImGuiDir_Left)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_PadLStickLeft, ImGuiNavInput_KeyLeft, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Left;
if ((allowed_dir_flags & (1<<ImGuiDir_Right)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_PadLStickRight,ImGuiNavInput_KeyRight,ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Right;
if ((allowed_dir_flags & (1<<ImGuiDir_Up)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_PadLStickUp, ImGuiNavInput_KeyUp, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Up;
if ((allowed_dir_flags & (1<<ImGuiDir_Down)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_PadLStickDown, ImGuiNavInput_KeyDown, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Down;
}
}
else
@ -3038,7 +3018,7 @@ static void ImGui::NavUpdate()
// *Normal* Manual scroll with NavScrollXXX keys
// Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSource_PadRStick, ImGuiNavReadMode_Down, 1.0f/10.0f, 10.0f);
ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadRStick, ImGuiInputReadMode_Down, 1.0f/10.0f, 10.0f);
if (scroll_dir.x != 0.0f && window->ScrollbarX)
{
SetWindowScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed));
@ -5349,7 +5329,7 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
// Navigation/gamepad resize
if (g.NavWindowingTarget == window)
{
ImVec2 nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSource_PadLStick, ImGuiNavReadMode_Down);
ImVec2 nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down);
if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f)
{
const float GAMEPAD_RESIZE_SPEED = 600.0f;
@ -7359,7 +7339,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
if (g.NavActivateDownId == id)
{
bool nav_activated_by_code = (g.NavActivateId == id);
bool nav_activated_by_inputs = IsNavInputPressed(ImGuiNavInput_PadActivate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiNavReadMode_Repeat : ImGuiNavReadMode_Pressed);
bool nav_activated_by_inputs = IsNavInputPressed(ImGuiNavInput_PadActivate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiInputReadMode_Repeat : ImGuiInputReadMode_Pressed);
if (nav_activated_by_code || nav_activated_by_inputs)
pressed = true;
if (nav_activated_by_code || nav_activated_by_inputs || g.ActiveId == id)
@ -8394,7 +8374,7 @@ bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v
}
else if (g.ActiveIdSource == ImGuiInputSource_Nav && g.NavActivateDownId == id)
{
const ImVec2 delta2 = GetNavInputAmount2d(ImGuiNavDirSource_Key|ImGuiNavDirSource_PadLStick, ImGuiNavReadMode_RepeatFast, 0.0f, 0.0f);
const ImVec2 delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Key|ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_RepeatFast, 0.0f, 0.0f);
float delta = is_horizontal ? delta2.x : -delta2.y;
if (delta != 0.0f)
{
@ -8741,7 +8721,7 @@ bool ImGui::DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_s
}
if (g.ActiveIdSource == ImGuiInputSource_Nav)
{
adjust_delta = GetNavInputAmount2d(ImGuiNavDirSource_Key|ImGuiNavDirSource_PadLStick, ImGuiNavReadMode_RepeatFast, 1.0f/10.0f, 10.0f).x;
adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Key|ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_RepeatFast, 1.0f/10.0f, 10.0f).x;
v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision));
}
adjust_delta *= v_speed;

@ -47,6 +47,7 @@ typedef int ImGuiLayoutType; // enum: horizontal or vertical
typedef int ImGuiButtonFlags; // flags: for ButtonEx(), ButtonBehavior() // enum ImGuiButtonFlags_
typedef int ImGuiItemFlags; // flags: for PushItemFlag() // enum ImGuiItemFlags_
typedef int ImGuiNavHighlightFlags; // flags: for RenderNavHighlight() // enum ImGuiNavHighlightFlags_
typedef int ImGuiNavDirSourceFlags; // flags: for GetNavInputAmount2d() // enum ImGuiNavDirSourceFlags_
typedef int ImGuiSeparatorFlags; // flags: for Separator() - internal // enum ImGuiSeparatorFlags_
typedef int ImGuiSliderFlags; // flags: for SliderBehavior() // enum ImGuiSliderFlags_
@ -254,6 +255,17 @@ enum ImGuiInputSource
ImGuiInputSource_Count_,
};
// FIXME-NAV: Clarify/expose various repeat delay/rate
enum ImGuiInputReadMode
{
ImGuiInputReadMode_Down,
ImGuiInputReadMode_Pressed,
ImGuiInputReadMode_Released,
ImGuiInputReadMode_Repeat,
ImGuiInputReadMode_RepeatSlow,
ImGuiInputReadMode_RepeatFast
};
enum ImGuiDir
{
ImGuiDir_None = -1,
@ -271,6 +283,13 @@ enum ImGuiNavHighlightFlags_
ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2
};
enum ImGuiNavDirSourceFlags_
{
ImGuiNavDirSourceFlags_Key = 1 << 0,
ImGuiNavDirSourceFlags_PadLStick = 1 << 1,
ImGuiNavDirSourceFlags_PadRStick = 1 << 2
};
// 2D axis aligned bounding-box
// NB: we can't rely on ImVec2 math operators being available here
struct IMGUI_API ImRect
@ -1001,6 +1020,8 @@ namespace ImGui
IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit);
IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again.
IMGUI_API float GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode);
IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f);
IMGUI_API int CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate);
IMGUI_API void Scrollbar(ImGuiLayoutType direction);

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