Skip to content

Commit

Permalink
Nav: extracted sections of NavUpdate() into a NavUpdateCreateMoveRequ…
Browse files Browse the repository at this point in the history
…est() function. Only clearing results when a request is activated.
  • Loading branch information
ocornut committed Aug 27, 2021
1 parent ccfb200 commit bb6a60b
Showing 1 changed file with 86 additions and 71 deletions.
157 changes: 86 additions & 71 deletions imgui.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -909,6 +909,7 @@ static void NavUpdateWindowing();
static void NavUpdateWindowingOverlay();
static void NavUpdateInitResult();
static void NavUpdateCancelRequest();
static void NavUpdateCreateMoveRequest();
static float NavUpdatePageUpPageDown();
static inline void NavUpdateAnyRequestFlag();
static void NavEndFrame();
Expand Down Expand Up @@ -9110,8 +9111,8 @@ static void ImGui::NavUpdate()

// Set input source as Gamepad when buttons are pressed (as some features differs when used with Gamepad vs Keyboard)
// (do it before we map Keyboard input!)
bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
if (nav_gamepad_active && g.NavInputSource != ImGuiInputSource_Gamepad)
{
if (io.NavInputs[ImGuiNavInput_Activate] > 0.0f || io.NavInputs[ImGuiNavInput_Input] > 0.0f || io.NavInputs[ImGuiNavInput_Cancel] > 0.0f || io.NavInputs[ImGuiNavInput_Menu] > 0.0f
Expand Down Expand Up @@ -9210,10 +9211,73 @@ static void ImGui::NavUpdate()
g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = g.NavNextActivateId;
g.NavNextActivateId = 0;

// Process move requests
NavUpdateCreateMoveRequest();
NavUpdateAnyRequestFlag();

// Scrolling
if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
{
// *Fallback* manual-scroll with Nav directional keys when window has no navigable item
ImGuiWindow* window = g.NavWindow;
const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest) //-V560
{
if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right)
SetScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
if (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down)
SetScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
}

// *Normal* Manual scroll with NavScrollXXX keys
// Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f / 10.0f, 10.0f);
if (scroll_dir.x != 0.0f && window->ScrollbarX)
SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed));
if (scroll_dir.y != 0.0f)
SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed));
}

// [DEBUG]
g.NavScoringCount = 0;
#if IMGUI_DEBUG_NAV_RECTS
if (g.NavWindow)
{
ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow);
if (1) { for (int layer = 0; layer < 2; layer++) draw_list->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG]
if (1) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
}
#endif
}

static void ImGui::NavUpdateInitResult()
{
// In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void)
ImGuiContext& g = *GImGui;
if (!g.NavWindow)
return;

// Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
// FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently.
IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name);
SetNavID(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel);
if (g.NavInitRequestFromMove)
{
g.NavDisableHighlight = false;
g.NavDisableMouseHover = g.NavMousePosDirty = true;
}
}

void ImGui::NavUpdateCreateMoveRequest()
{
ImGuiContext& g = *GImGui;
ImGuiIO& io = g.IO;
ImGuiWindow* window = g.NavWindow;

if (g.NavMoveRequestForwardToNextFrame)
{
// Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window)
// (Preserve g.NavMoveRequestFlags, g.NavMoveClipDir which were set by the NavMoveRequestForward() function)
// (preserve most state, which were already set by the NavMoveRequestForward() function)
IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);
IM_ASSERT(g.NavMoveRequestFlags & ImGuiNavMoveFlags_Forwarded);
IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir);
Expand All @@ -9224,7 +9288,7 @@ static void ImGui::NavUpdate()
// Initiate directional inputs request
g.NavMoveDir = ImGuiDir_None;
g.NavMoveRequestFlags = ImGuiNavMoveFlags_None;
if (g.NavWindow && !g.NavWindowingTarget && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs))
{
const ImGuiInputReadMode read_mode = ImGuiInputReadMode_Repeat;
if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && (IsNavInputTest(ImGuiNavInput_DpadLeft, read_mode) || IsNavInputTest(ImGuiNavInput_KeyLeft_, read_mode))) { g.NavMoveDir = ImGuiDir_Left; }
Expand All @@ -9237,63 +9301,37 @@ static void ImGui::NavUpdate()

// Update PageUp/PageDown/Home/End scroll
// FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag?
const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
float nav_scoring_rect_offset_y = 0.0f;
if (nav_keyboard_active)
nav_scoring_rect_offset_y = NavUpdatePageUpPageDown();

// If we initiate a movement request and have no current NavId, we initiate a InitDefaultRequest that will be used as a fallback if the direction fails to find a match
if (g.NavMoveDir != ImGuiDir_None)
{
IM_ASSERT(window != NULL);
g.NavMoveRequest = true;
g.NavMoveRequestKeyMods = io.KeyMods;
g.NavMoveDirLast = g.NavMoveDir;
g.NavMoveResultLocal.Clear();
g.NavMoveResultLocalVisibleSet.Clear();
g.NavMoveResultOther.Clear();
}

// Moving with no reference triggers a init request
if (g.NavMoveRequest && g.NavId == 0)
{
IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", g.NavWindow->Name, g.NavLayer);
g.NavInitRequest = g.NavInitRequestFromMove = true;
// Reassigning with same value, we're being explicit here.
g.NavInitResultId = 0; // -V1048
g.NavInitResultId = 0;
g.NavDisableHighlight = false;
}
NavUpdateAnyRequestFlag();
if (g.NavMoveDir != ImGuiDir_None)
IM_ASSERT(g.NavMoveRequest);

// Scrolling
if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
{
// *Fallback* manual-scroll with Nav directional keys when window has no navigable item
ImGuiWindow* window = g.NavWindow;
const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest)
{
if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right)
SetScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
if (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down)
SetScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
}

// *Normal* Manual scroll with NavScrollXXX keys
// Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f / 10.0f, 10.0f);
if (scroll_dir.x != 0.0f && window->ScrollbarX)
SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed));
if (scroll_dir.y != 0.0f)
SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed));
}

// Reset search results
g.NavMoveResultLocal.Clear();
g.NavMoveResultLocalVisibleSet.Clear();
g.NavMoveResultOther.Clear();

// When using gamepad, we project the reference nav bounding box into window visible area.
// This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, since with gamepad every movements are relative
// (can't focus a visible object like we can with the mouse).
if (g.NavMoveRequest && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main)
if (g.NavMoveRequest && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)
{
ImGuiWindow* window = g.NavWindow;
ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1, 1), window->InnerRect.Max - window->Pos + ImVec2(1, 1));
if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
{
Expand All @@ -9306,39 +9344,16 @@ static void ImGui::NavUpdate()
}

// 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)
ImRect nav_rect_rel = g.NavWindow && !g.NavWindow->NavRectRel[g.NavLayer].IsInverted() ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);
g.NavScoringRect = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : ImRect(0, 0, 0, 0);
g.NavScoringRect.TranslateY(nav_scoring_rect_offset_y);
g.NavScoringRect.Min.x = ImMin(g.NavScoringRect.Min.x + 1.0f, g.NavScoringRect.Max.x);
g.NavScoringRect.Max.x = g.NavScoringRect.Min.x;
IM_ASSERT(!g.NavScoringRect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem().
//GetForegroundDrawList()->AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG]
g.NavScoringCount = 0;
#if IMGUI_DEBUG_NAV_RECTS
if (g.NavWindow)
{
ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow);
if (1) { for (int layer = 0; layer < 2; layer++) draw_list->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG]
if (1) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
}
#endif
}

static void ImGui::NavUpdateInitResult()
{
// In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void)
ImGuiContext& g = *GImGui;
if (!g.NavWindow)
return;

// Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
// FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently.
IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name);
SetNavID(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel);
if (g.NavInitRequestFromMove)
g.NavScoringRect = ImRect();
if (window)
{
g.NavDisableHighlight = false;
g.NavDisableMouseHover = g.NavMousePosDirty = true;
ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);
g.NavScoringRect = ImRect(window->Pos + nav_rect_rel.Min, window->Pos + nav_rect_rel.Max);
g.NavScoringRect.TranslateY(nav_scoring_rect_offset_y);
g.NavScoringRect.Min.x = ImMin(g.NavScoringRect.Min.x + 1.0f, g.NavScoringRect.Max.x);
g.NavScoringRect.Max.x = g.NavScoringRect.Min.x;
IM_ASSERT(!g.NavScoringRect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem().
//GetForegroundDrawList()->AddRect(g.NavScoringRect.Min, g.NavScoringRect.Max, IM_COL32(255,200,0,255)); // [DEBUG]
}
}

Expand Down

0 comments on commit bb6a60b

Please sign in to comment.