Nav: made EndMenuBar() use NavMoveRequestForward() for consistency. Moved forward clearing to NavMoveRequestApplyResult(). Improved/fixed comments.

This commit is contained in:
ocornut 2021-08-27 16:21:28 +02:00
parent b08ed61907
commit 20a1edef89
3 changed files with 30 additions and 31 deletions

View File

@ -907,7 +907,6 @@ namespace ImGui
static void NavUpdate();
static void NavUpdateWindowing();
static void NavUpdateWindowingOverlay();
static void NavUpdateMoveResult();
static void NavUpdateInitResult();
static void NavUpdateCancelRequest();
static float NavUpdatePageUpPageDown();
@ -8940,7 +8939,8 @@ void ImGui::NavMoveRequestCancel()
NavUpdateAnyRequestFlag();
}
void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags)
// Forward will reuse the move request again on the next frame (generally with modifications done to it)
void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_None);
@ -8949,7 +8949,6 @@ void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const Im
g.NavMoveClipDir = clip_dir;
g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
g.NavMoveRequestFlags = move_flags;
g.NavWindow->NavRectRel[g.NavLayer] = bb_rel;
}
// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire
@ -9151,16 +9150,7 @@ static void ImGui::NavUpdate()
// Process navigation move request
if (g.NavMoveRequest)
NavUpdateMoveResult();
// When a forwarded move request failed, we restore the highlight that we disabled during the forward frame
if (g.NavMoveRequestForward == ImGuiNavForward_ForwardActive)
{
IM_ASSERT(g.NavMoveRequest);
if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0)
g.NavDisableHighlight = false;
g.NavMoveRequestForward = ImGuiNavForward_None;
}
NavMoveRequestApplyResult();
// Apply application mouse position movement, after we had a chance to process move request result.
if (g.NavMousePosDirty && g.NavIdIsAlive)
@ -9178,7 +9168,7 @@ static void ImGui::NavUpdate()
g.NavJustTabbedId = 0;
IM_ASSERT(g.NavLayer == 0 || g.NavLayer == 1);
// Store our return window (for returning from Layer 1 to Layer 0) and clear it as soon as we step back in our own Layer 0
// Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0
if (g.NavWindow)
NavSaveLastChildNavWindowIntoParent(g.NavWindow);
if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main)
@ -9235,12 +9225,11 @@ static void ImGui::NavUpdate()
}
g.NavMoveClipDir = g.NavMoveDir;
}
else
else if (g.NavMoveRequestForward == ImGuiNavForward_ForwardQueued)
{
// 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)
// (Preserve g.NavMoveRequestFlags, g.NavMoveClipDir which were set by the NavMoveRequestForward() function)
IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);
IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_ForwardQueued);
IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir);
g.NavMoveRequestForward = ImGuiNavForward_ForwardActive;
}
@ -9251,7 +9240,7 @@ static void ImGui::NavUpdate()
if (nav_keyboard_active)
nav_scoring_rect_offset_y = NavUpdatePageUpPageDown();
// If we initiate a movement request and have no current NavId, we initiate a InitDefautRequest that will be used as a fallback if the direction fails to find a match
// 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
if (g.NavMoveDir != ImGuiDir_None)
{
g.NavMoveRequest = true;
@ -9350,10 +9339,14 @@ static void ImGui::NavUpdateInitResult()
}
}
// Apply result from previous frame navigation directional move request
static void ImGui::NavUpdateMoveResult()
// Apply result from previous frame navigation directional move request. Always called from NavUpdate()
void ImGui::NavMoveRequestApplyResult()
{
ImGuiContext& g = *GImGui;
if (g.NavMoveRequestForward == ImGuiNavForward_ForwardActive)
g.NavMoveRequestForward = ImGuiNavForward_None;
if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0)
{
// 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)
@ -9462,6 +9455,7 @@ static void ImGui::NavUpdateCancelRequest()
}
// Handle PageUp/PageDown/Home/End keys
// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid?
static float ImGui::NavUpdatePageUpPageDown()
{
ImGuiContext& g = *GImGui;
@ -9544,14 +9538,14 @@ static void ImGui::NavEndFrame()
NavUpdateWindowingOverlay();
// Perform wrap-around in menus
// FIXME-NAV: Wrap support could be moved to the scoring function and than WrapX would function without an extra frame. This is essentially same as tabbing!
// FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame.
ImGuiWindow* window = g.NavWindow;
const ImGuiNavMoveFlags move_flags = g.NavMoveRequestFlags;
const ImGuiNavMoveFlags wanted_flags = ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY;
if (window && NavMoveRequestButNoResultYet() && (g.NavMoveRequestFlags & wanted_flags) && g.NavMoveRequestForward == ImGuiNavForward_None)
{
ImRect bb_rel = window->NavRectRel[0];
bool do_forward = false;
ImRect bb_rel = window->NavRectRel[g.NavLayer];
ImGuiDir clip_dir = g.NavMoveDir;
if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
{
@ -9562,7 +9556,7 @@ static void ImGui::NavEndFrame()
bb_rel.TranslateY(-bb_rel.GetHeight());
clip_dir = ImGuiDir_Up;
}
NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags);
do_forward = true;
}
if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
{
@ -9572,7 +9566,7 @@ static void ImGui::NavEndFrame()
bb_rel.TranslateY(+bb_rel.GetHeight());
clip_dir = ImGuiDir_Down;
}
NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags);
do_forward = true;
}
if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
{
@ -9583,7 +9577,7 @@ static void ImGui::NavEndFrame()
bb_rel.TranslateX(-bb_rel.GetWidth());
clip_dir = ImGuiDir_Left;
}
NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags);
do_forward = true;
}
if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
{
@ -9593,7 +9587,12 @@ static void ImGui::NavEndFrame()
bb_rel.TranslateX(+bb_rel.GetWidth());
clip_dir = ImGuiDir_Right;
}
NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags);
do_forward = true;
}
if (do_forward)
{
window->NavRectRel[g.NavLayer] = bb_rel;
NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags);
}
}
}

View File

@ -2452,9 +2452,10 @@ namespace ImGui
// Gamepad/Keyboard Navigation
IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit);
IMGUI_API bool NavMoveRequestButNoResultYet();
IMGUI_API bool NavMoveRequestButNoResultYet(); // Should be called ~NavMoveRequestIsActiveButNoResultYet()
IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags);
IMGUI_API void NavMoveRequestCancel();
IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags);
IMGUI_API void NavMoveRequestApplyResult();
IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);
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);

View File

@ -6693,15 +6693,14 @@ void ImGui::EndMenuBar()
if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && g.NavMoveRequestForward == ImGuiNavForward_None)
{
// To do so we claim focus back, restore NavId and then process the movement request for yet another frame.
// This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth the hassle/cost)
// This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth bothering)
const ImGuiNavLayer layer = ImGuiNavLayer_Menu;
IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check
FocusWindow(window);
SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection.
g.NavDisableMouseHover = g.NavMousePosDirty = true;
g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
NavMoveRequestCancel();
NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveRequestFlags); // Repeat
}
}