Nav: Added ImGuiNavInput_KeyLeft/Right/Up/Down set so we can differenciate gamepad/keyboard inputs. (#787)
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680162eb32
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bd278e958e
45
imgui.cpp
45
imgui.cpp
@ -2662,6 +2662,15 @@ enum ImGuiNavReadMode
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ImGuiNavReadMode_RepeatFast
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ImGuiNavReadMode_RepeatFast
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};
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};
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typedef int ImGuiNavDirSource;
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enum ImGuiNavDirSource_
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{
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ImGuiNavDirSource_Key = 1 << 0,
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ImGuiNavDirSource_PadStickL = 1 << 1,
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ImGuiNavDirSource_PadStickR = 1 << 2
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};
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// FIXME-NAV: Expose navigation repeat delay/rate
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// FIXME-NAV: Expose navigation repeat delay/rate
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static float GetNavInputAmount(ImGuiNavInput n, ImGuiNavReadMode mode)
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static float GetNavInputAmount(ImGuiNavInput n, ImGuiNavReadMode mode)
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{
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{
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@ -2697,14 +2706,20 @@ static bool IsNavInputPressed(ImGuiNavInput n, ImGuiNavReadMode mode)
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return GetNavInputAmount(n, mode) > 0.0f;
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return GetNavInputAmount(n, mode) > 0.0f;
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}
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}
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static ImVec2 GetNavInputAmount2d(int stick_no, ImGuiNavReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f)
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static bool IsNavInputPressedAnyOfTwo(ImGuiNavInput n1, ImGuiNavInput n2, ImGuiNavReadMode mode)
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{
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{
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IM_ASSERT(ImGuiNavInput_PadScrollUp == ImGuiNavInput_PadUp + 4);
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return (GetNavInputAmount(n1, mode) + GetNavInputAmount(n2, mode)) > 0.0f;
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IM_ASSERT(stick_no >= 0 && stick_no < 2);
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}
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ImVec2 delta;
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static ImVec2 GetNavInputAmount2d(ImGuiNavDirSource dir_sources, ImGuiNavReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f)
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delta.x = GetNavInputAmount(ImGuiNavInput_PadRight + stick_no*4, mode) - GetNavInputAmount(ImGuiNavInput_PadLeft + stick_no*4, mode);
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{
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delta.y = GetNavInputAmount(ImGuiNavInput_PadDown + stick_no*4, mode) - GetNavInputAmount(ImGuiNavInput_PadUp + stick_no*4, mode);
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ImVec2 delta(0.0f, 0.0f);
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if (dir_sources & ImGuiNavDirSource_Key)
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delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight, mode) - GetNavInputAmount(ImGuiNavInput_KeyLeft, mode), GetNavInputAmount(ImGuiNavInput_KeyDown, mode) - GetNavInputAmount(ImGuiNavInput_KeyUp, mode));
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if (dir_sources & ImGuiNavDirSource_PadStickL)
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delta += ImVec2(GetNavInputAmount(ImGuiNavInput_PadRight, mode) - GetNavInputAmount(ImGuiNavInput_PadLeft, mode), GetNavInputAmount(ImGuiNavInput_PadDown, mode) - GetNavInputAmount(ImGuiNavInput_PadUp, mode));
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if (dir_sources & ImGuiNavDirSource_PadStickR)
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delta += ImVec2(GetNavInputAmount(ImGuiNavInput_PadScrollRight, mode) - GetNavInputAmount(ImGuiNavInput_PadScrollLeft, mode), GetNavInputAmount(ImGuiNavInput_PadScrollDown, mode) - GetNavInputAmount(ImGuiNavInput_PadScrollUp, mode));
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if (slow_factor != 0.0f && IsNavInputDown(ImGuiNavInput_PadTweakSlow))
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if (slow_factor != 0.0f && IsNavInputDown(ImGuiNavInput_PadTweakSlow))
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delta *= slow_factor;
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delta *= slow_factor;
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if (fast_factor != 0.0f && IsNavInputDown(ImGuiNavInput_PadTweakFast))
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if (fast_factor != 0.0f && IsNavInputDown(ImGuiNavInput_PadTweakFast))
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@ -2753,7 +2768,7 @@ static void ImGui::NavUpdateWindowing()
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// Move window
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// Move window
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if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
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if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
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{
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{
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const ImVec2 move_delta = GetNavInputAmount2d(1, ImGuiNavReadMode_Down);
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const ImVec2 move_delta = GetNavInputAmount2d(ImGuiNavDirSource_PadStickR, ImGuiNavReadMode_Down);
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if (move_delta.x != 0.0f || move_delta.y != 0.0f)
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if (move_delta.x != 0.0f || move_delta.y != 0.0f)
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{
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{
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const float move_speed = ImFloor(600 * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y));
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const float move_speed = ImFloor(600 * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y));
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@ -2978,10 +2993,10 @@ static void ImGui::NavUpdate()
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g.NavMoveDir = ImGuiDir_None;
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g.NavMoveDir = ImGuiDir_None;
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if (g.NavWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
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if (g.NavWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
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{
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{
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if ((allowed_dir_flags & (1<<ImGuiDir_Left)) && IsNavInputPressed(ImGuiNavInput_PadLeft, ImGuiNavReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Left;
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if ((allowed_dir_flags & (1<<ImGuiDir_Left)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_PadLeft, ImGuiNavInput_KeyLeft, ImGuiNavReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Left;
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if ((allowed_dir_flags & (1<<ImGuiDir_Right)) && IsNavInputPressed(ImGuiNavInput_PadRight, ImGuiNavReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Right;
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if ((allowed_dir_flags & (1<<ImGuiDir_Right)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_PadRight,ImGuiNavInput_KeyRight,ImGuiNavReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Right;
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if ((allowed_dir_flags & (1<<ImGuiDir_Up)) && IsNavInputPressed(ImGuiNavInput_PadUp, ImGuiNavReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Up;
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if ((allowed_dir_flags & (1<<ImGuiDir_Up)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_PadUp, ImGuiNavInput_KeyUp, ImGuiNavReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Up;
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if ((allowed_dir_flags & (1<<ImGuiDir_Down)) && IsNavInputPressed(ImGuiNavInput_PadDown, ImGuiNavReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Down;
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if ((allowed_dir_flags & (1<<ImGuiDir_Down)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_PadDown, ImGuiNavInput_KeyDown, ImGuiNavReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Down;
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}
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}
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}
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}
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else
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else
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@ -3023,7 +3038,7 @@ static void ImGui::NavUpdate()
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// *Normal* Manual scroll with NavScrollXXX keys
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// *Normal* Manual scroll with NavScrollXXX keys
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// Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
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// Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
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ImVec2 scroll_dir = GetNavInputAmount2d(1, ImGuiNavReadMode_Down, 1.0f/10.0f, 10.0f);
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ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSource_PadStickR, ImGuiNavReadMode_Down, 1.0f/10.0f, 10.0f);
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if (scroll_dir.x != 0.0f && window->ScrollbarX)
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if (scroll_dir.x != 0.0f && window->ScrollbarX)
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{
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{
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SetWindowScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed));
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SetWindowScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed));
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@ -5334,7 +5349,7 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
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// Navigation/gamepad resize
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// Navigation/gamepad resize
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if (g.NavWindowingTarget == window)
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if (g.NavWindowingTarget == window)
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{
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{
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ImVec2 nav_resize_delta = GetNavInputAmount2d(0, ImGuiNavReadMode_Down);
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ImVec2 nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSource_PadStickL, ImGuiNavReadMode_Down);
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if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f)
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if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f)
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{
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{
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const float GAMEPAD_RESIZE_SPEED = 600.0f;
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const float GAMEPAD_RESIZE_SPEED = 600.0f;
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@ -8379,7 +8394,7 @@ bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v
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}
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}
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else if (g.ActiveIdSource == ImGuiInputSource_Nav && g.NavActivateDownId == id)
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else if (g.ActiveIdSource == ImGuiInputSource_Nav && g.NavActivateDownId == id)
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{
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{
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const ImVec2 delta2 = GetNavInputAmount2d(0, ImGuiNavReadMode_RepeatFast, 0.0f, 0.0f);
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const ImVec2 delta2 = GetNavInputAmount2d(ImGuiNavDirSource_Key|ImGuiNavDirSource_PadStickL, ImGuiNavReadMode_RepeatFast, 0.0f, 0.0f);
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float delta = is_horizontal ? delta2.x : -delta2.y;
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float delta = is_horizontal ? delta2.x : -delta2.y;
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if (delta != 0.0f)
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if (delta != 0.0f)
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{
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{
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@ -8726,7 +8741,7 @@ bool ImGui::DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_s
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}
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}
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if (g.ActiveIdSource == ImGuiInputSource_Nav)
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if (g.ActiveIdSource == ImGuiInputSource_Nav)
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{
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{
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adjust_delta = GetNavInputAmount2d(0, ImGuiNavReadMode_RepeatFast, 1.0f/10.0f, 10.0f).x;
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adjust_delta = GetNavInputAmount2d(ImGuiNavDirSource_Key|ImGuiNavDirSource_PadStickL, ImGuiNavReadMode_RepeatFast, 1.0f/10.0f, 10.0f).x;
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v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision));
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v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision));
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}
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}
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adjust_delta *= v_speed;
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adjust_delta *= v_speed;
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6
imgui.h
6
imgui.h
@ -718,7 +718,11 @@ enum ImGuiNavInput_
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ImGuiNavInput_PadTweakFast, // faster tweaks // e.g. R-trigger, analog
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ImGuiNavInput_PadTweakFast, // faster tweaks // e.g. R-trigger, analog
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// Keyboard Mapping
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// Keyboard Mapping
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// [BETA] You can map keyboard keys on the gamepad mapping for most inputs. Will add specialized keyboard mappings as we add features.
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// [BETA] You can map keyboard keys on the gamepad mapping for most inputs. Will add specialized keyboard mappings as we add features.
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ImGuiNavInput_KeyMenu, // access menu // e.g. ALT
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ImGuiNavInput_KeyMenu, // toggle menu // e.g. ALT
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ImGuiNavInput_KeyLeft, // move left // e.g. Arrow keys
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ImGuiNavInput_KeyRight, // move right
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ImGuiNavInput_KeyUp, // move up
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ImGuiNavInput_KeyDown, // move down
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ImGuiNavInput_COUNT,
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ImGuiNavInput_COUNT,
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};
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};
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