Nav: collapse button is interactve, allow collapsing, tidying up, resize speed takes account of framebuffer scale (#323)
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parent
4735802096
commit
b2aaab873d
69
imgui.cpp
69
imgui.cpp
@ -1718,14 +1718,13 @@ ImGuiWindow::ImGuiWindow(const char* name)
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Name = ImStrdup(name);
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ID = ImHash(name, 0);
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IDStack.push_back(ID);
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MoveId = GetID("#MOVE");
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Flags = 0;
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IndexWithinParent = 0;
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PosFloat = Pos = ImVec2(0.0f, 0.0f);
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Size = SizeFull = ImVec2(0.0f, 0.0f);
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SizeContents = SizeContentsExplicit = ImVec2(0.0f, 0.0f);
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WindowPadding = ImVec2(0.0f, 0.0f);
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MoveId = GetID("#MOVE");
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Scroll = ImVec2(0.0f, 0.0f);
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ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
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ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
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@ -1735,6 +1734,7 @@ ImGuiWindow::ImGuiWindow(const char* name)
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Active = WasActive = false;
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Accessed = false;
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Collapsed = false;
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CollapseToggleWanted = false;
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SkipItems = false;
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BeginCount = 0;
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PopupId = 0;
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@ -2514,10 +2514,10 @@ static void NavUpdate()
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g.NavMoveDir = ImGuiNavDir_None;
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if (g.FocusedWindow && !g.NavWindowingTarget && (g.ActiveId == 0 || g.ActiveIdAllowNavMove) && !(g.FocusedWindow->Flags & ImGuiWindowFlags_NoNav))
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{
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if (IsKeyPressedMap(ImGuiKey_NavLeft, true)) g.NavMoveDir = ImGuiNavDir_W;
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if (IsKeyPressedMap(ImGuiKey_NavLeft, true)) g.NavMoveDir = ImGuiNavDir_W;
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if (IsKeyPressedMap(ImGuiKey_NavRight, true)) g.NavMoveDir = ImGuiNavDir_E;
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if (IsKeyPressedMap(ImGuiKey_NavUp, true)) g.NavMoveDir = ImGuiNavDir_N;
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if (IsKeyPressedMap(ImGuiKey_NavDown, true)) g.NavMoveDir = ImGuiNavDir_S;
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if (IsKeyPressedMap(ImGuiKey_NavUp, true)) g.NavMoveDir = ImGuiNavDir_N;
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if (IsKeyPressedMap(ImGuiKey_NavDown, true)) g.NavMoveDir = ImGuiNavDir_S;
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}
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if (g.NavMoveDir != ImGuiNavDir_None)
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{
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@ -4501,7 +4501,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
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if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse))
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{
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ImRect title_bar_rect = window->TitleBarRect();
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if (g.HoveredWindow == window && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseDoubleClicked[0])
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if (window->CollapseToggleWanted || (g.HoveredWindow == window && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseDoubleClicked[0]))
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{
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window->Collapsed = !window->Collapsed;
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if (!(flags & ImGuiWindowFlags_NoSavedSettings))
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@ -4513,6 +4513,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
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{
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window->Collapsed = false;
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}
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window->CollapseToggleWanted = false;
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// SIZE
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@ -4718,11 +4719,9 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
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ImVec2 nav_resize_delta(0.0f, 0.0f);
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if (g.NavWindowingTarget == window)
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{
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const float resize_speed = ImFloor(40 * g.FontSize * g.IO.DeltaTime);
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if (IsKeyDownMap(ImGuiKey_NavLeft)) nav_resize_delta.x -= resize_speed;
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if (IsKeyDownMap(ImGuiKey_NavRight)) nav_resize_delta.x += resize_speed;
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if (IsKeyDownMap(ImGuiKey_NavUp)) nav_resize_delta.y -= resize_speed;
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if (IsKeyDownMap(ImGuiKey_NavDown)) nav_resize_delta.y += resize_speed;
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const float resize_speed = ImFloor(600 * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y));
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nav_resize_delta = NavGetMovingDir() * resize_speed;
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held |= (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f); // For coloring
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}
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ImVec2 size_target(FLT_MAX,FLT_MAX);
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@ -4737,7 +4736,6 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
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// FIXME-NAVIGATION: Should store and accumulate into a separate size buffer to handle sizing constraints properly
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g.NavWindowingToggleLayer = false;
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size_target = window->SizeFull + nav_resize_delta;
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held = true; // For coloring
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}
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else if (held)
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{
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@ -4877,20 +4875,38 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
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// Title bar
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if (!(flags & ImGuiWindowFlags_NoTitleBar))
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{
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// Close & collapse button are on layer 1 (same as menus) and don't default focus
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const bool backup_allow_nav_default_focus = window->DC.AllowNavDefaultFocus;
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if (window->Flags & ImGuiWindowFlags_MenuBar)
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window->DC.AllowNavDefaultFocus = false;
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window->DC.NavLayerCurrent++;
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// Close button
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if (p_open != NULL)
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{
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const float pad = 2.0f;
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const float rad = (window->TitleBarHeight() - pad*2.0f) * 0.5f;
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window->DC.NavLayerCurrent++;
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if (CloseButton(window->GetID("#CLOSE"), window->Rect().GetTR() + ImVec2(-pad - rad, pad + rad), rad))
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const float PAD = 2.0f;
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const float rad = (window->TitleBarHeight() - PAD*2.0f) * 0.5f;
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if (CloseButton(window->GetID("#CLOSE"), window->Rect().GetTR() + ImVec2(-PAD - rad, PAD + rad), rad))
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*p_open = false;
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window->DC.NavLayerCurrent--;
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}
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// Collapse button
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const ImVec2 text_size = CalcTextSize(name, NULL, true);
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if (!(flags & ImGuiWindowFlags_NoCollapse))
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if (!(flags & ImGuiWindowFlags_NoCollapse) && g.IO.NavUsable)
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{
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ImGuiID id = window->GetID("#COLLAPSE");
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ImRect bb(window->Pos + style.FramePadding + ImVec2(1,1), window->Pos + style.FramePadding + ImVec2(g.FontSize,g.FontSize) - ImVec2(1,1));
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ItemAdd(bb, &id); // To allow navigation
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if (ButtonBehavior(bb, id, NULL, NULL))
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window->CollapseToggleWanted = true; // Defer collapsing to next frame as we are too far in the Begin() function
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RenderNavHighlight(id, bb);
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RenderCollapseTriangle(window->Pos + style.FramePadding, !window->Collapsed, 1.0f, true);
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}
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window->DC.NavLayerCurrent--;
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window->DC.AllowNavDefaultFocus = backup_allow_nav_default_focus;
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// Title text (FIXME: refactor text alignment facilities along with RenderText helpers)
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ImVec2 text_min = window->Pos + style.FramePadding;
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ImVec2 text_max = window->Pos + ImVec2(window->Size.x - style.FramePadding.x, style.FramePadding.y*2 + text_size.y);
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ImVec2 clip_max = ImVec2(window->Pos.x + window->Size.x - (p_open ? title_bar_rect.GetHeight() - 3 : style.FramePadding.x), text_max.y); // Match the size of CloseWindowButton()
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@ -6264,12 +6280,7 @@ bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos, float radius)
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ImGuiWindow* window = GetCurrentWindow();
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const ImRect bb(pos - ImVec2(radius,radius), pos + ImVec2(radius,radius));
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const bool backup_allow_nav_default_focus = window->DC.AllowNavDefaultFocus; // We could exposethis as a flag to ItemAdd() but it is such a unique case for now
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if (window->Flags & ImGuiWindowFlags_MenuBar)
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window->DC.AllowNavDefaultFocus = false;
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const bool added = ItemAdd(bb, &id); // To allow navigation
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window->DC.AllowNavDefaultFocus = backup_allow_nav_default_focus;
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if (!added)
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if (!ItemAdd(bb, &id)) // To allow navigation
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return false;
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bool hovered, held;
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@ -7015,6 +7026,16 @@ int ImGui::ParseFormatPrecision(const char* fmt, int default_precision)
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return precision;
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}
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ImVec2 ImGui::NavGetMovingDir()
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{
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ImVec2 dir(0.0f, 0.0f);
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if (IsKeyDownMap(ImGuiKey_NavLeft)) dir.x -= 1.0f;
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if (IsKeyDownMap(ImGuiKey_NavRight)) dir.x += 1.0f;
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if (IsKeyDownMap(ImGuiKey_NavUp)) dir.y -= 1.0f;
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if (IsKeyDownMap(ImGuiKey_NavDown)) dir.y += 1.0f;
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return dir;
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}
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// Adjustment delta for slider/drag/etc.
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// FIXME-NAVIGATION: Accelerate over time? Expose more settings? Handle faster/slower modifiers here instead of widget level?
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ImVec2 ImGui::NavGetTweakDelta()
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@ -691,6 +691,7 @@ struct IMGUI_API ImGuiWindow
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bool WasActive;
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bool Accessed; // Set to true when any widget access the current window
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bool Collapsed; // Set when collapsing window to become only title-bar
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bool CollapseToggleWanted;
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bool SkipItems; // == Visible && !Collapsed
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int BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
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ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
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@ -783,6 +784,7 @@ namespace ImGui
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IMGUI_API void OpenPopupEx(const char* str_id, bool reopen_existing);
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IMGUI_API ImVec2 NavGetTweakDelta();
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IMGUI_API ImVec2 NavGetMovingDir();
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inline IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul) { ImVec4 c = GImGui->Style.Colors[idx]; c.w *= GImGui->Style.Alpha * alpha_mul; return ImGui::ColorConvertFloat4ToU32(c); }
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inline IMGUI_API ImU32 GetColorU32(const ImVec4& col) { ImVec4 c = col; c.w *= GImGui->Style.Alpha; return ImGui::ColorConvertFloat4ToU32(c); }
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