Nav: Added support for PageUp/PageDown (explorer-style: first aim at bottom/top most item, when scroll a page worth of contents). (#787)
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@ -38,6 +38,7 @@ Breaking Changes:
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Other Changes:
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- Nav: To keep the navigated item in view we also attempt to scroll the parent window as well as the current window. (#787)
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- Nav: Added support for PageUp/PageDown (explorer-style: first aim at bottom/top most item, when scroll a page worth of contents). (#787)
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- TreeNode: Fixed nodes with ImGuiTreeNodeFlags_Leaf flag always returning true which was meaningless.
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- ColorEdit3, ColorEdit4, ColorButton: Added ImGuiColorEditFlags_NoDragDrop flag to disable ColorEditX as drag target and ColorButton as drag source. (#1826)
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- BeginDragDropSource(): Offset tooltip position so it is off the mouse cursor, but also closer to it than regular tooltips, and not clamped by viewport. (#1739)
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74
imgui.cpp
74
imgui.cpp
@ -2538,7 +2538,7 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
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// Process Move Request (scoring for navigation)
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// FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRectScreen + scoring from a rect wrapped according to current wrapping policy)
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if (g.NavId != id && !(item_flags & ImGuiItemFlags_NoNav))
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if ((g.NavId != id || (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & ImGuiItemFlags_NoNav))
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{
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ImGuiNavMoveResult* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
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#if IMGUI_DEBUG_NAV_SCORING
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@ -2555,6 +2555,17 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
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result->Window = window;
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result->RectRel = nav_bb_rel;
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}
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const float VISIBLE_RATIO = 0.70f;
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if ((g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))
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if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)
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if (NavScoreItem(&g.NavMoveResultLocalVisibleSet, nav_bb))
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{
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result = &g.NavMoveResultLocalVisibleSet;
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result->ID = id;
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result->Window = window;
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result->RectRel = nav_bb_rel;
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}
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}
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// Update window-relative bounding box of navigated item
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@ -3198,9 +3209,14 @@ static void ImGui::NavUpdate()
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// Select which result to use
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ImGuiNavMoveResult* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
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// Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules
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if (g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow)
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if ((g.NavMoveResultOther.DistBox < g.NavMoveResultLocal.DistBox) || (g.NavMoveResultOther.DistBox == g.NavMoveResultLocal.DistBox && g.NavMoveResultOther.DistCenter < g.NavMoveResultLocal.DistCenter))
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// PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.
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if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)
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if (g.NavMoveResultLocalVisibleSet.ID != 0 && g.NavMoveResultLocalVisibleSet.ID != g.NavId)
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result = &g.NavMoveResultLocalVisibleSet;
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// Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules.
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if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow)
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if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter))
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result = &g.NavMoveResultOther;
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IM_ASSERT(g.NavWindow && result->Window);
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@ -3354,6 +3370,45 @@ static void ImGui::NavUpdate()
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g.NavMoveRequestForward = ImGuiNavForward_ForwardActive;
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}
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// PageUp/PageDown scroll
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float nav_scoring_rect_offset_y = 0.0f;
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if (nav_keyboard_active && g.NavMoveDir == ImGuiDir_None && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget && g.NavLayer == 0)
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{
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ImGuiWindow* window = g.NavWindow;
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bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && (allowed_dir_flags & (1 << ImGuiDir_Up));
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bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && (allowed_dir_flags & (1 << ImGuiDir_Down));
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if ((page_up_held && !page_down_held) || (page_down_held && !page_up_held))
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{
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if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll)
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{
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// Fallback manual-scroll when window has no navigable item
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if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true))
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SetWindowScrollY(window, window->Scroll.y - window->InnerClipRect.GetHeight());
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else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true))
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SetWindowScrollY(window, window->Scroll.y + window->InnerClipRect.GetHeight());
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}
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else
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{
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const ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
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const float page_offset_y = ImMax(0.0f, window->InnerClipRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
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if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true))
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{
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nav_scoring_rect_offset_y = -page_offset_y;
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g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item)
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g.NavMoveClipDir = ImGuiDir_Up;
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g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
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}
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else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true))
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{
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nav_scoring_rect_offset_y = +page_offset_y;
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g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item)
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g.NavMoveClipDir = ImGuiDir_Down;
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g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
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}
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}
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}
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}
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if (g.NavMoveDir != ImGuiDir_None)
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{
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g.NavMoveRequest = true;
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@ -3401,6 +3456,7 @@ static void ImGui::NavUpdate()
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// Reset search results
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g.NavMoveResultLocal.Clear();
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g.NavMoveResultLocalVisibleSet.Clear();
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g.NavMoveResultOther.Clear();
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// When we have manually scrolled (without using navigation) and NavId becomes out of bounds, we project its bounding box to the visible area to restart navigation within visible items
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@ -3421,6 +3477,7 @@ static void ImGui::NavUpdate()
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// For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
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ImRect nav_rect_rel = (g.NavWindow && !g.NavWindow->NavRectRel[g.NavLayer].IsInverted()) ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0,0,0,0);
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g.NavScoringRectScreen = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : GetViewportRect();
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g.NavScoringRectScreen.TranslateY(nav_scoring_rect_offset_y);
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g.NavScoringRectScreen.Min.x = ImMin(g.NavScoringRectScreen.Min.x + 1.0f, g.NavScoringRectScreen.Max.x);
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g.NavScoringRectScreen.Max.x = g.NavScoringRectScreen.Min.x;
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IM_ASSERT(!g.NavScoringRectScreen.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem().
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@ -4658,9 +4715,14 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items
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return;
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}
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// We create the union of the ClipRect and the NavScoringRect which at worst should be 1 page away from ClipRect
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ImRect unclipped_rect = window->ClipRect;
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if (g.NavMoveRequest)
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unclipped_rect.Add(g.NavScoringRectScreen);
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const ImVec2 pos = window->DC.CursorPos;
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int start = (int)((window->ClipRect.Min.y - pos.y) / items_height);
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int end = (int)((window->ClipRect.Max.y - pos.y) / items_height);
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int start = (int)((unclipped_rect.Min.y - pos.y) / items_height);
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int end = (int)((unclipped_rect.Max.y - pos.y) / items_height);
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// When performing a navigation request, ensure we have one item extra in the direction we are moving to
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if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Up)
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@ -315,10 +315,12 @@ enum ImGuiNavDirSourceFlags_
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enum ImGuiNavMoveFlags_
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{
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ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side
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ImGuiNavMoveFlags_LoopY = 1 << 1,
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ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left)
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ImGuiNavMoveFlags_WrapY = 1 << 3 // This is not super useful for provided for completeness
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ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side
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ImGuiNavMoveFlags_LoopY = 1 << 1,
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ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left)
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ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful for provided for completeness
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ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place)
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ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5 // Store alternate result in NavMoveResultLocalVisibleSet that only comprise elements that are already fully visible.
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};
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enum ImGuiNavForward
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@ -673,7 +675,8 @@ struct ImGuiContext
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ImGuiDir NavMoveDir, NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request
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ImGuiDir NavMoveClipDir;
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ImGuiNavMoveResult NavMoveResultLocal; // Best move request candidate within NavWindow
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ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using the NavFlattened flag)
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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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// Render
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ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user
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