Nav: Tidying up, renaming + update AnyRequest flag in NavMoveRequestSubmit().

docking
ocornut 3 years ago
parent 528104a89b
commit ade4c15eea

@ -910,7 +910,6 @@ namespace ImGui
static void NavUpdate(); static void NavUpdate();
static void NavUpdateWindowing(); static void NavUpdateWindowing();
static void NavUpdateWindowingOverlay(); static void NavUpdateWindowingOverlay();
static void NavUpdateInitResult();
static void NavUpdateCancelRequest(); static void NavUpdateCancelRequest();
static void NavUpdateCreateMoveRequest(); static void NavUpdateCreateMoveRequest();
static float NavUpdatePageUpPageDown(); static float NavUpdatePageUpPageDown();
@ -3332,7 +3331,7 @@ void ImGui::ItemInputable(ImGuiWindow* window, ImGuiID id)
} }
if (is_tab_stop && window->DC.FocusCounterTabStop == g.TabFocusRequestCurrCounterTabStop) if (is_tab_stop && window->DC.FocusCounterTabStop == g.TabFocusRequestCurrCounterTabStop)
{ {
g.NavJustTabbedId = id; g.NavJustTabbedId = id; // FIXME-NAV: aim to eventually set in NavUpdate() once we finish the refactor
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_FocusedByTabbing; g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_FocusedByTabbing;
return; return;
} }
@ -8975,6 +8974,7 @@ void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavM
g.NavMoveResultLocal.Clear(); g.NavMoveResultLocal.Clear();
g.NavMoveResultLocalVisible.Clear(); g.NavMoveResultLocalVisible.Clear();
g.NavMoveResultOther.Clear(); g.NavMoveResultOther.Clear();
NavUpdateAnyRequestFlag();
} }
void ImGui::NavMoveRequestCancel() void ImGui::NavMoveRequestCancel()
@ -9150,9 +9150,7 @@ static void ImGui::NavUpdate()
ImGuiIO& io = g.IO; ImGuiIO& io = g.IO;
io.WantSetMousePos = false; io.WantSetMousePos = false;
#if 0 //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG("NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG("NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
#endif
// Set input source as Gamepad when buttons are pressed (as some features differs when used with Gamepad vs Keyboard) // Set input source as Gamepad when buttons are pressed (as some features differs when used with Gamepad vs Keyboard)
// (do it before we map Keyboard input!) // (do it before we map Keyboard input!)
@ -9188,7 +9186,7 @@ static void ImGui::NavUpdate()
// Process navigation init request (select first/default focus) // Process navigation init request (select first/default focus)
if (g.NavInitResultId != 0) if (g.NavInitResultId != 0)
NavUpdateInitResult(); NavInitRequestApplyResult();
g.NavInitRequest = false; g.NavInitRequest = false;
g.NavInitRequestFromMove = false; g.NavInitRequestFromMove = false;
g.NavInitResultId = 0; g.NavInitResultId = 0;
@ -9253,6 +9251,7 @@ static void ImGui::NavUpdate()
IM_ASSERT(g.NavActivateDownId == g.NavActivateId); IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
// Process programmatic activation request // Process programmatic activation request
// FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others)
if (g.NavNextActivateId != 0) if (g.NavNextActivateId != 0)
g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = g.NavNextActivateId; g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = g.NavNextActivateId;
g.NavNextActivateId = 0; g.NavNextActivateId = 0;
@ -9304,7 +9303,7 @@ static void ImGui::NavUpdate()
#endif #endif
} }
static void ImGui::NavUpdateInitResult() void ImGui::NavInitRequestApplyResult()
{ {
// 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) // 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)
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
@ -9425,9 +9424,11 @@ void ImGui::NavMoveRequestApplyResult()
return; return;
#endif #endif
// No result // Select which result to use
ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL;
// In a situation when there is no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result) // In a situation when there is no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result)
if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0) if (result == NULL)
{ {
if (g.NavId != 0) if (g.NavId != 0)
{ {
@ -9437,9 +9438,6 @@ void ImGui::NavMoveRequestApplyResult()
return; return;
} }
// Select which result to use
ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
// PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page. // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.
if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)
if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId) if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId)

@ -2451,6 +2451,7 @@ namespace ImGui
// Gamepad/Keyboard Navigation // Gamepad/Keyboard Navigation
IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit); IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit);
IMGUI_API void NavInitRequestApplyResult();
IMGUI_API bool NavMoveRequestButNoResultYet(); IMGUI_API bool NavMoveRequestButNoResultYet();
IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags); IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags);
IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags); IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags);

@ -2416,7 +2416,6 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data,
temp_input_is_active = true; temp_input_is_active = true;
} }
// Experimental: simple click (without moving) turns Drag into an InputText // Experimental: simple click (without moving) turns Drag into an InputText
// FIXME: Currently polling ImGuiConfigFlags_IsTouchScreen, may either poll an hypothetical ImGuiBackendFlags_HasKeyboard and/or an explicit drag settings.
if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active) if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active)
if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR))
{ {

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