mirror of https://github.com/ocornut/imgui
Refactor: moved UpdateKeyRoutingTable() to INPUTS section. renamed GetKeyVector2d() -> GetKeyMagnitude2d()
This commit is contained in:
parent
38a0d7ceb5
commit
f9ab2a0e9f
100
imgui.cpp
100
imgui.cpp
|
@ -1017,11 +1017,14 @@ static void ErrorCheckEndFrameSanityChecks();
|
|||
static void UpdateDebugToolItemPicker();
|
||||
static void UpdateDebugToolStackQueries();
|
||||
|
||||
// Misc
|
||||
static void UpdateSettings();
|
||||
// Inputs
|
||||
static void UpdateKeyboardInputs();
|
||||
static void UpdateMouseInputs();
|
||||
static void UpdateMouseWheel();
|
||||
static void UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt);
|
||||
|
||||
// Misc
|
||||
static void UpdateSettings();
|
||||
static bool UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);
|
||||
static void RenderWindowOuterBorders(ImGuiWindow* window);
|
||||
static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);
|
||||
|
@ -4253,45 +4256,6 @@ static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value)
|
|||
key_data->AnalogValue = analog_value;
|
||||
}
|
||||
|
||||
// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data.
|
||||
// Entries D,A,B,B,A,C,B --> A,A,B,B,B,C,D
|
||||
// Index A:1 B:2 C:5 D:0 --> A:0 B:2 C:5 D:6
|
||||
// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation.
|
||||
static void UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
rt->EntriesNext.resize(0);
|
||||
for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
|
||||
{
|
||||
const int new_routing_start_idx = rt->EntriesNext.Size;
|
||||
ImGuiKeyRoutingData* routing_entry;
|
||||
for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex)
|
||||
{
|
||||
routing_entry = &rt->Entries[old_routing_idx];
|
||||
routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry
|
||||
routing_entry->RoutingNext = ImGuiKeyOwner_None;
|
||||
routing_entry->RoutingNextScore = 255;
|
||||
if (routing_entry->RoutingCurr == ImGuiKeyOwner_None)
|
||||
continue;
|
||||
rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer
|
||||
|
||||
// Apply routing to owner if there's no owner already (RoutingCurr == None at this point)
|
||||
if (routing_entry->Mods == g.IO.KeyMods)
|
||||
{
|
||||
ImGuiKeyOwnerData* owner_data = ImGui::GetKeyOwnerData(key);
|
||||
if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
|
||||
owner_data->OwnerCurr = routing_entry->RoutingCurr;
|
||||
}
|
||||
}
|
||||
|
||||
// Rewrite linked-list
|
||||
rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1);
|
||||
for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++)
|
||||
rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1);
|
||||
}
|
||||
rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes
|
||||
}
|
||||
|
||||
// [Internal] Do not use directly
|
||||
static ImGuiKeyChord GetMergedModsFromKeys()
|
||||
{
|
||||
|
@ -6069,9 +6033,9 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s
|
|||
{
|
||||
ImVec2 nav_resize_dir;
|
||||
if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift)
|
||||
nav_resize_dir = GetKeyVector2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
|
||||
nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
|
||||
if (g.NavInputSource == ImGuiInputSource_Gamepad)
|
||||
nav_resize_dir = GetKeyVector2d(ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown);
|
||||
nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown);
|
||||
if (nav_resize_dir.x != 0.0f || nav_resize_dir.y != 0.0f)
|
||||
{
|
||||
const float NAV_RESIZE_SPEED = 600.0f;
|
||||
|
@ -7928,8 +7892,9 @@ bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
|
|||
// - CalcTypematicRepeatAmount() [Internal]
|
||||
// - GetTypematicRepeatRate() [Internal]
|
||||
// - GetKeyPressedAmount() [Internal]
|
||||
// - GetKeyVector2d() [Internal]
|
||||
// - GetKeyMagnitude2d() [Internal]
|
||||
//-----------------------------------------------------------------------------
|
||||
// - UpdateKeyRoutingTable() [Internal]
|
||||
// - GetRoutingIdFromOwnerId() [Internal]
|
||||
// - GetShortcutRoutingData() [Internal]
|
||||
// - CalcRoutingScore() [Internal]
|
||||
|
@ -8108,13 +8073,52 @@ int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_ra
|
|||
}
|
||||
|
||||
// Return 2D vector representing the combination of four cardinal direction, with analog value support (for e.g. ImGuiKey_GamepadLStick* values).
|
||||
ImVec2 ImGui::GetKeyVector2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down)
|
||||
ImVec2 ImGui::GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down)
|
||||
{
|
||||
return ImVec2(
|
||||
GetKeyData(key_right)->AnalogValue - GetKeyData(key_left)->AnalogValue,
|
||||
GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue);
|
||||
}
|
||||
|
||||
// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data.
|
||||
// Entries D,A,B,B,A,C,B --> A,A,B,B,B,C,D
|
||||
// Index A:1 B:2 C:5 D:0 --> A:0 B:2 C:5 D:6
|
||||
// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation.
|
||||
static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
rt->EntriesNext.resize(0);
|
||||
for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
|
||||
{
|
||||
const int new_routing_start_idx = rt->EntriesNext.Size;
|
||||
ImGuiKeyRoutingData* routing_entry;
|
||||
for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex)
|
||||
{
|
||||
routing_entry = &rt->Entries[old_routing_idx];
|
||||
routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry
|
||||
routing_entry->RoutingNext = ImGuiKeyOwner_None;
|
||||
routing_entry->RoutingNextScore = 255;
|
||||
if (routing_entry->RoutingCurr == ImGuiKeyOwner_None)
|
||||
continue;
|
||||
rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer
|
||||
|
||||
// Apply routing to owner if there's no owner already (RoutingCurr == None at this point)
|
||||
if (routing_entry->Mods == g.IO.KeyMods)
|
||||
{
|
||||
ImGuiKeyOwnerData* owner_data = ImGui::GetKeyOwnerData(key);
|
||||
if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
|
||||
owner_data->OwnerCurr = routing_entry->RoutingCurr;
|
||||
}
|
||||
}
|
||||
|
||||
// Rewrite linked-list
|
||||
rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1);
|
||||
for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++)
|
||||
rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1);
|
||||
}
|
||||
rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes
|
||||
}
|
||||
|
||||
// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope().
|
||||
static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id)
|
||||
{
|
||||
|
@ -11086,7 +11090,7 @@ static void ImGui::NavUpdate()
|
|||
// Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
|
||||
if (nav_gamepad_active)
|
||||
{
|
||||
const ImVec2 scroll_dir = GetKeyVector2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
|
||||
const ImVec2 scroll_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
|
||||
const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f;
|
||||
if (scroll_dir.x != 0.0f && window->ScrollbarX)
|
||||
SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor));
|
||||
|
@ -11712,9 +11716,9 @@ static void ImGui::NavUpdateWindowing()
|
|||
{
|
||||
ImVec2 nav_move_dir;
|
||||
if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift)
|
||||
nav_move_dir = GetKeyVector2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
|
||||
nav_move_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
|
||||
if (g.NavInputSource == ImGuiInputSource_Gamepad)
|
||||
nav_move_dir = GetKeyVector2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
|
||||
nav_move_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
|
||||
if (nav_move_dir.x != 0.0f || nav_move_dir.y != 0.0f)
|
||||
{
|
||||
const float NAV_MOVE_SPEED = 800.0f;
|
||||
|
|
|
@ -2893,7 +2893,7 @@ namespace ImGui
|
|||
IMGUI_API void GetKeyChordName(ImGuiKeyChord key_chord, char* out_buf, int out_buf_size);
|
||||
inline ImGuiKey MouseButtonToKey(ImGuiMouseButton button) { IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); return (ImGuiKey)(ImGuiKey_MouseLeft + button); }
|
||||
IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f);
|
||||
IMGUI_API ImVec2 GetKeyVector2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down);
|
||||
IMGUI_API ImVec2 GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down);
|
||||
IMGUI_API float GetNavTweakPressedAmount(ImGuiAxis axis);
|
||||
IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate);
|
||||
IMGUI_API void GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate);
|
||||
|
|
Loading…
Reference in New Issue