Internals: Move some Nav functions and members around (no functional change) + Misc comments
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@ -114,19 +114,19 @@ Officially maintained bindings (in repository):
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Third-party bindings (see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/) page):
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- Languages: C, C#/.Net, ChaiScript, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift...
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- Frameworks: Amethyst, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/GameMakerStudio2, Irrlicht, Ogre, OpenFrameworks, OpenSceneGraph/OSG, ORX, px_render, LÖVE+Lua, Magnum, NanoRT, Qt, QtDirect3D, SFML, Software Rasterizers, Unreal Engine 4...
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- Frameworks: AGS/Adventure Game Studio, Amethyst, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/Game Maker Studio2, Irrlicht, Ogre, OpenFrameworks, OSG/OpenSceneGraph, ORX, px_render, LÖVE+Lua, Magnum, NanoRT, Qt, QtDirect3D, SFML, Software Rasterizers, Unreal Engine 4...
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- Note that C bindings ([cimgui](https://github.com/cimgui/cimgui)) are auto-generated, you can use its json/lua output to generate bindings for other languages.
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Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
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### Upcoming Changes
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Some of the goals for 2019-2020 are:
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Some of the goals for 2020 are:
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- Finish work on docking, tabs. (see [#2109](https://github.com/ocornut/imgui/issues/2109), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch looking for feedback)
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- Finish work on multiple viewports / multiple OS windows. (see [#1542](https://github.com/ocornut/imgui/issues/1542), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch looking for feedback)
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- Finish work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787))
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- Finish work on new Tables API (to replace Columns). (see [#2957](https://github.com/ocornut/imgui/issues/2957))
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- Add an automation and testing system, both to test the library and end-user apps. (see [#435](https://github.com/ocornut/imgui/issues/435))
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- Make Columns better. They are currently pretty terrible! New Tables API coming Q4 2019!
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- Make the examples look better, improve styles, improve font support, make the examples hi-DPI and multi-DPI aware.
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### Gallery
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@ -106,7 +106,7 @@ List of Platforms Bindings in this repository:
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imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl back-ends)
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imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
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imgui_impl_win32.cpp ; Win32 native API (Windows)
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imgui_impl_glut.cpp ; GLUT/FreeGLUT (absolutely not recommended in 2019)
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imgui_impl_glut.cpp ; GLUT/FreeGLUT (absolutely not recommended in 2020!)
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List of Renderer Bindings in this repository:
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@ -2,7 +2,7 @@
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
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// !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
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// !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!!
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// !!! If someone or something is teaching you GLUT in 2020, you are being abused. Please show some resistance. !!!
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// !!! Nowadays, prefer using GLFW or SDL instead!
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#include "imgui.h"
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@ -2,7 +2,7 @@
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// This needs to be used along with a Renderer (e.g. OpenGL2)
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// !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
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// !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!!
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// !!! If someone or something is teaching you GLUT in 2020, you are being abused. Please show some resistance. !!!
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// !!! Nowadays, prefer using GLFW or SDL instead!
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// Issues:
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@ -2,7 +2,7 @@
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// This needs to be used along with a Renderer (e.g. OpenGL2)
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// !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
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// !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!!
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// !!! If someone or something is teaching you GLUT in 2020, you are being abused. Please show some resistance. !!!
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// !!! Nowadays, prefer using GLFW or SDL instead!
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// Issues:
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116
imgui.cpp
116
imgui.cpp
@ -2754,27 +2754,6 @@ void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window)
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window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0;
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}
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// FIXME-NAV: Refactor those functions into a single, more explicit one.
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void ImGui::SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(g.NavWindow);
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IM_ASSERT(nav_layer == 0 || nav_layer == 1);
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g.NavId = id;
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g.NavFocusScopeId = focus_scope_id;
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g.NavWindow->NavLastIds[nav_layer] = id;
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}
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void ImGui::SetNavIDWithRectRel(ImGuiID id, int nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel)
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{
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ImGuiContext& g = *GImGui;
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SetNavID(id, nav_layer, focus_scope_id);
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g.NavWindow->NavRectRel[nav_layer] = rect_rel;
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g.NavMousePosDirty = true;
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g.NavDisableHighlight = false;
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g.NavDisableMouseHover = true;
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}
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void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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@ -2807,31 +2786,6 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
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g.ActiveIdUsingKeyInputMask = 0x00;
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}
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// FIXME-NAV: The existence of SetNavID/SetNavIDWithRectRel/SetFocusID is incredibly messy and confusing and needs some explanation or refactoring.
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void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(id != 0);
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// Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and window->DC.NavFocusScopeIdCurrent are valid.
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// Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)
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const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
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if (g.NavWindow != window)
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g.NavInitRequest = false;
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g.NavWindow = window;
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g.NavId = id;
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g.NavLayer = nav_layer;
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g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;
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window->NavLastIds[nav_layer] = id;
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if (window->DC.LastItemId == id)
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window->NavRectRel[nav_layer] = ImRect(window->DC.LastItemRect.Min - window->Pos, window->DC.LastItemRect.Max - window->Pos);
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if (g.ActiveIdSource == ImGuiInputSource_Nav)
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g.NavDisableMouseHover = true;
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else
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g.NavDisableHighlight = true;
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}
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void ImGui::ClearActiveID()
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{
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SetActiveID(0, NULL);
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@ -2879,18 +2833,18 @@ static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFla
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// An active popup disable hovering on other windows (apart from its own children)
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// FIXME-OPT: This could be cached/stored within the window.
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ImGuiContext& g = *GImGui;
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if (g.NavWindow)
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if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow)
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if (focused_root_window->WasActive && focused_root_window != window->RootWindow)
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{
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// For the purpose of those flags we differentiate "standard popup" from "modal popup"
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// NB: The order of those two tests is important because Modal windows are also Popups.
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if (focused_root_window->Flags & ImGuiWindowFlags_Modal)
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return false;
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if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))
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return false;
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}
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if (!g.NavWindow)
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return false;
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if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow)
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if (focused_root_window->WasActive && focused_root_window != window->RootWindow)
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{
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// For the purpose of those flags we differentiate "standard popup" from "modal popup"
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// NB: The order of those two tests is important because Modal windows are also Popups.
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if (focused_root_window->Flags & ImGuiWindowFlags_Modal)
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return false;
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if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))
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return false;
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}
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return true;
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}
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@ -7860,6 +7814,52 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
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// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
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//-----------------------------------------------------------------------------
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// FIXME-NAV: The existance of SetNavID vs SetNavIDWithRectRel vs SetFocusID is incredibly messy and confusing,
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// and needs some explanation or serious refactoring.
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void ImGui::SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(g.NavWindow);
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IM_ASSERT(nav_layer == 0 || nav_layer == 1);
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g.NavId = id;
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g.NavFocusScopeId = focus_scope_id;
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g.NavWindow->NavLastIds[nav_layer] = id;
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}
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void ImGui::SetNavIDWithRectRel(ImGuiID id, int nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel)
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{
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ImGuiContext& g = *GImGui;
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SetNavID(id, nav_layer, focus_scope_id);
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g.NavWindow->NavRectRel[nav_layer] = rect_rel;
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g.NavMousePosDirty = true;
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g.NavDisableHighlight = false;
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g.NavDisableMouseHover = true;
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}
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void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(id != 0);
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// Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and window->DC.NavFocusScopeIdCurrent are valid.
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// Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)
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const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
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if (g.NavWindow != window)
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g.NavInitRequest = false;
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g.NavWindow = window;
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g.NavId = id;
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g.NavLayer = nav_layer;
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g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;
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window->NavLastIds[nav_layer] = id;
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if (window->DC.LastItemId == id)
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window->NavRectRel[nav_layer] = ImRect(window->DC.LastItemRect.Min - window->Pos, window->DC.LastItemRect.Max - window->Pos);
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if (g.ActiveIdSource == ImGuiInputSource_Nav)
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g.NavDisableMouseHover = true;
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else
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g.NavDisableHighlight = true;
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}
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ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy)
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{
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if (ImFabs(dx) > ImFabs(dy))
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2
imgui.h
2
imgui.h
@ -595,7 +595,7 @@ namespace ImGui
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// - You can also use SameLine(pos_x) to mimic simplified columns.
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// - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!)
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// - There is a maximum of 64 columns.
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// - By end of the 2019 we will expose a new 'Table' api which will replace columns.
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// - Currently working on new 'Tables' api which will replace columns (see GitHub #2957)
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IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
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IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
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IMGUI_API int GetColumnIndex(); // get current column index
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@ -1046,17 +1046,10 @@ struct ImGuiContext
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ImGuiID NavJustTabbedId; // Just tabbed to this id.
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ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest).
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ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest).
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ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame.
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ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.
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ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
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int NavScoringCount; // Metrics for debugging
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ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed top-most.
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ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f
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ImGuiWindow* NavWindowingList;
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float NavWindowingTimer;
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float NavWindowingHighlightAlpha;
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bool NavWindowingToggleLayer;
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ImGuiNavLayer NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later.
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int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing
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bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRefRectRel is valid
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@ -1078,6 +1071,14 @@ struct ImGuiContext
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ImGuiNavMoveResult NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)
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ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)
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// Navigation: Windowing (CTRL+TAB, holding Menu button + directional pads to move/resize)
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ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed top-most.
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ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f
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ImGuiWindow* NavWindowingList;
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float NavWindowingTimer;
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float NavWindowingHighlightAlpha;
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bool NavWindowingToggleLayer;
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// Legacy Focus/Tabbing system (older than Nav, active even if Nav is disabled, misnamed. FIXME-NAV: This needs a redesign!)
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ImGuiWindow* FocusRequestCurrWindow; //
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ImGuiWindow* FocusRequestNextWindow; //
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@ -1221,9 +1222,6 @@ struct ImGuiContext
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NavInputSource = ImGuiInputSource_None;
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NavScoringRectScreen = ImRect();
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NavScoringCount = 0;
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NavWindowingTarget = NavWindowingTargetAnim = NavWindowingList = NULL;
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NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;
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NavWindowingToggleLayer = false;
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NavLayer = ImGuiNavLayer_Main;
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NavIdTabCounter = INT_MAX;
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NavIdIsAlive = false;
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@ -1240,6 +1238,10 @@ struct ImGuiContext
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NavMoveRequestForward = ImGuiNavForward_None;
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NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None;
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NavWindowingTarget = NavWindowingTargetAnim = NavWindowingList = NULL;
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NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;
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NavWindowingToggleLayer = false;
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FocusRequestCurrWindow = FocusRequestNextWindow = NULL;
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FocusRequestCurrCounterRegular = FocusRequestCurrCounterTabStop = INT_MAX;
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FocusRequestNextCounterRegular = FocusRequestNextCounterTabStop = INT_MAX;
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