Nav: Added proper version of ImGuiWindowFlags_NavFlattened that handles scrolling nicely. Marked as private as I'm not happy with the name. (#787)
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b40dc5c4f2
commit
c851b33352
54
imgui.cpp
54
imgui.cpp
@ -2254,6 +2254,12 @@ static inline void NavUpdateAnyRequestFlag()
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g.NavAnyRequest = g.NavMoveRequest || g.NavInitRequest || IMGUI_DEBUG_NAV_SCORING;
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}
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static bool NavMoveRequestButNoResultYet()
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{
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ImGuiContext& g = *GImGui;
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return g.NavMoveRequest && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;
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}
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static void NavMoveRequestCancel()
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{
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ImGuiContext& g = *GImGui;
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@ -2288,7 +2294,7 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
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// Scoring for navigation
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if (g.NavId != id && !(item_flags & ImGuiItemFlags_NoNav))
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{
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ImGuiNavMoveResult* result = &g.NavMoveResult;
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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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// [DEBUG] Score all items in NavWindow at all times
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if (!g.NavMoveRequest)
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@ -2333,9 +2339,10 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg)
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// it may not scale very well for windows with ten of thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.
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// We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick)
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window->DC.NavLayerActiveMaskNext |= window->DC.NavLayerCurrentMask;
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if (g.NavWindow == window->NavRootWindow)
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if (g.NavId == id || g.NavAnyRequest)
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NavProcessItem(window, nav_bb_arg ? *nav_bb_arg : bb, id);
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if (g.NavId == id || g.NavAnyRequest)
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if (g.NavWindow->NavRootWindow == window->NavRootWindow)
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if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
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NavProcessItem(window, nav_bb_arg ? *nav_bb_arg : bb, id);
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}
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window->DC.LastItemId = id;
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@ -2883,9 +2890,14 @@ static void ImGui::NavUpdate()
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g.NavJustMovedToId = 0;
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// Process navigation move request
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if (g.NavMoveRequest && g.NavMoveResult.ID != 0)
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if (g.NavMoveRequest && (g.NavMoveResultLocal.ID != 0 || g.NavMoveResultOther.ID != 0))
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{
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ImGuiNavMoveResult* result = &g.NavMoveResult;
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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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if (g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow) // Maybe entering a flattened child? In this case solve the tie using the regular scoring rules
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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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result = &g.NavMoveResultOther;
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IM_ASSERT(g.NavWindow && result->Window);
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// Scroll to keep newly navigated item fully into view
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@ -2894,6 +2906,7 @@ static void ImGui::NavUpdate()
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// Apply result from previous frame navigation directional move request
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ClearActiveID();
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g.NavWindow = result->Window;
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SetNavIDAndMoveMouse(result->ID, g.NavLayer, result->RectRel);
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g.NavJustMovedToId = result->ID;
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g.NavMoveFromClampedRefRect = false;
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@ -2903,7 +2916,7 @@ static void ImGui::NavUpdate()
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if (g.NavMoveRequestForward == ImGuiNavForward_ForwardActive)
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{
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IM_ASSERT(g.NavMoveRequest);
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if (g.NavMoveResult.ID == 0)
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if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0)
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g.NavDisableHighlight = false;
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g.NavMoveRequestForward = ImGuiNavForward_None;
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}
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@ -3061,11 +3074,9 @@ static void ImGui::NavUpdate()
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}
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}
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// Reset search
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ImGuiNavMoveResult* result = &g.NavMoveResult;
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result->ID = result->ParentID = 0;
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result->Window = NULL;
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result->DistAxial = result->DistBox = result->DistCenter = FLT_MAX;
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// Reset search results
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g.NavMoveResultLocal.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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if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == 0)
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@ -4826,7 +4837,7 @@ bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags fla
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static void NavProcessMoveRequestWrapAround(ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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if (g.NavMoveRequest && g.NavWindow == window && g.NavMoveResult.ID == 0)
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if (g.NavWindow == window && NavMoveRequestButNoResultYet())
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if ((g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) && g.NavMoveRequestForward == ImGuiNavForward_None && g.NavLayer == 0)
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{
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g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
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@ -4928,7 +4939,7 @@ static bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, b
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g.Style.ChildBorderSize = backup_border_size;
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// Process navigation-in immediately so NavInit can run on first frame
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if (/*!(flags & ImGuiWindowFlags_NavFlattened) &&*/ (child_window->DC.NavLayerActiveMask != 0 || child_window->DC.NavHasScroll) && g.NavActivateId == id)
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if (!(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayerActiveMask != 0 || child_window->DC.NavHasScroll) && g.NavActivateId == id)
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{
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ImGui::FocusWindow(child_window);
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ImGui::NavInitWindow(child_window, false);
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@ -4972,7 +4983,7 @@ void ImGui::EndChild()
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ImGuiWindow* parent_window = GetCurrentWindow();
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ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz);
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ItemSize(sz);
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if (/*!(window->Flags & ImGuiWindowFlags_NavFlattened) &&*/ (window->DC.NavLayerActiveMask != 0 || window->DC.NavHasScroll))
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if (!(window->Flags & ImGuiWindowFlags_NavFlattened) && (window->DC.NavLayerActiveMask != 0 || window->DC.NavHasScroll))
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{
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ItemAdd(bb, window->ChildId);
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RenderNavHighlight(bb, window->ChildId);
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@ -5420,8 +5431,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Automatically disable manual moving/resizing when NoInputs is set
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if (flags & ImGuiWindowFlags_NoInputs)
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flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;
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//if (flags & ImGuiWindowFlags_NavFlattened)
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// IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow);
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if (flags & ImGuiWindowFlags_NavFlattened)
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IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow);
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const int current_frame = g.FrameCount;
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const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);
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@ -5529,8 +5541,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)))
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window->RootNonPopupWindow = parent_window->RootNonPopupWindow;
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window->NavRootWindow = window;
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//while (window->NavRootWindow->Flags & ImGuiWindowFlags_NavFlattened)
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// window->NavRootWindow = window->NavRootWindow->ParentWindow;
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while (window->NavRootWindow->Flags & ImGuiWindowFlags_NavFlattened)
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window->NavRootWindow = window->NavRootWindow->ParentWindow;
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window->Active = true;
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window->BeginOrderWithinParent = 0;
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@ -10861,7 +10873,7 @@ void ImGui::EndMenuBar()
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ImGuiContext& g = *GImGui;
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// Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings.
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if (g.NavMoveRequest && g.NavMoveResult.ID == 0 && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
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if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
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{
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ImGuiWindow* nav_earliest_child = g.NavWindow;
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while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu))
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@ -11029,7 +11041,7 @@ void ImGui::EndMenu()
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// Nav: When a left move request within our child menu failed, close the menu
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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if (g.NavWindow && g.NavWindow->ParentWindow == window && g.NavMoveRequest && g.NavMoveResult.ID == 0 && g.NavMoveDir == ImGuiDir_Left && window->DC.LayoutType == ImGuiLayoutType_Vertical)
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if (g.NavWindow && g.NavWindow->ParentWindow == window && NavMoveRequestButNoResultYet() && g.NavMoveDir == ImGuiDir_Left && window->DC.LayoutType == ImGuiLayoutType_Vertical)
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{
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ClosePopupToLevel(g.OpenPopupStack.Size - 1);
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NavMoveRequestCancel();
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2
imgui.h
2
imgui.h
@ -552,9 +552,9 @@ enum ImGuiWindowFlags_
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ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // (WIP) Enable resize from any corners and borders. Your back-end needs to honor the different values of io.MouseCursor set by imgui.
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ImGuiWindowFlags_NoNavFocus = 1 << 18, // No focusing of this window with gamepad/keyboard navigation
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ImGuiWindowFlags_NoNavInputs = 1 << 19, // No gamepad/keyboard navigation within the window
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//ImGuiWindowFlags_NavFlattened = 1 << 20, // Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!)
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// [Internal]
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ImGuiWindowFlags_NavFlattened = 1 << 20, // (WIP) Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!)
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ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
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ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
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ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
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@ -2148,7 +2148,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
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ImGui::RadioButton("Alpha", &alpha_flags, ImGuiColorEditFlags_AlphaPreview); ImGui::SameLine();
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ImGui::RadioButton("Both", &alpha_flags, ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::BeginChild("#colors", ImVec2(0, 300), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar);
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ImGui::BeginChild("#colors", ImVec2(0, 300), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar | ImGuiWindowFlags_NavFlattened);
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ImGui::PushItemWidth(-160);
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for (int i = 0; i < ImGuiCol_COUNT; i++)
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{
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@ -514,7 +514,8 @@ struct ImGuiNavMoveResult
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float DistAxial;
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ImRect RectRel; // Best candidate bounding box in window relative space
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ImGuiNavMoveResult() { ID = ParentID = 0; Window = NULL; DistBox = DistCenter = DistAxial = 0.0f; }
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ImGuiNavMoveResult() { Clear(); }
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void Clear() { ID = ParentID = 0; Window = NULL; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); }
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};
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// Storage for SetNexWindow** functions
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@ -633,7 +634,8 @@ struct ImGuiContext
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ImGuiNavForward NavMoveRequestForward; // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu)
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ImGuiDir NavMoveDir; // Direction of the move request (left/right/up/down)
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ImGuiDir NavMoveDirLast; // Direction of the previous move request
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ImGuiNavMoveResult NavMoveResult; // Best move request candidate
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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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// Render
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ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user
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