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Internals: Rename NavFocusScopePath to NavFocusRoute + fixed a static analyzer warning.

pull/6085/merge
ocornut 10 months ago
parent
commit
1cc0eb4d32
  1. 21
      imgui.cpp
  2. 3
      imgui_internal.h

21
imgui.cpp

@ -7824,7 +7824,7 @@ void ImGui::SetNavFocusScope(ImGuiID focus_scope_id)
{
ImGuiContext& g = *GImGui;
g.NavFocusScopeId = focus_scope_id;
g.NavFocusScopePath.resize(0); // Invalidate
g.NavFocusRoute.resize(0); // Invalidate
if (focus_scope_id == 0)
return;
IM_ASSERT(g.NavWindow != NULL);
@ -7834,17 +7834,17 @@ void ImGui::SetNavFocusScope(ImGuiID focus_scope_id)
{
// Top of focus stack contains local focus scopes inside current window
for (int n = g.FocusScopeStack.Size - 1; n >= 0 && g.FocusScopeStack.Data[n].WindowID == g.CurrentWindow->ID; n--)
g.NavFocusScopePath.push_back(g.FocusScopeStack.Data[n]);
g.NavFocusRoute.push_back(g.FocusScopeStack.Data[n]);
}
else if (focus_scope_id == g.NavWindow->NavRootFocusScopeId)
g.NavFocusScopePath.push_back({ focus_scope_id, g.NavWindow->ID });
g.NavFocusRoute.push_back({ focus_scope_id, g.NavWindow->ID });
else
return;
// Then follow on manually set ParentWindowForFocusRoute field (#6798)
for (ImGuiWindow* window = g.NavWindow->ParentWindowForFocusRoute; window != NULL; window = window->ParentWindowForFocusRoute)
g.NavFocusScopePath.push_back({ window->NavRootFocusScopeId, window->ID });
IM_ASSERT(g.NavFocusScopePath.Size < 100); // Maximum depth is technically 251 as per CalcRoutingScore(): 254 - 3
g.NavFocusRoute.push_back({ window->NavRootFocusScopeId, window->ID });
IM_ASSERT(g.NavFocusRoute.Size < 100); // Maximum depth is technically 251 as per CalcRoutingScore(): 254 - 3
}
// Focus = move navigation cursor, set scrolling, set focus window.
@ -8360,10 +8360,11 @@ static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInput
// - When Window/ChildB is focused -> Window scores 4, Window/ChildB scores 3 (best)
// Assuming only WindowA is submitting a routing request,
// - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score.
// This essentially follow the window->ParentWindowForFocusRoute chain.
if (focus_scope_id == 0)
return 255;
for (int index_in_focus_path = 0; index_in_focus_path < g.NavFocusScopePath.Size; index_in_focus_path++)
if (g.NavFocusScopePath.Data[index_in_focus_path].ID == focus_scope_id)
for (int index_in_focus_path = 0; index_in_focus_path < g.NavFocusRoute.Size; index_in_focus_path++)
if (g.NavFocusRoute.Data[index_in_focus_path].ID == focus_scope_id)
return 3 + index_in_focus_path;
return 255;
@ -14531,10 +14532,10 @@ void ImGui::ShowMetricsWindow(bool* p_open)
Text("NavActivateFlags: %04X", g.NavActivateFlags);
Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId);
Text("NavFocusScopePath[] = ");
for (int path_n = g.NavFocusScopePath.Size - 1; path_n >= 0; path_n--)
Text("NavFocusRoute[] = ");
for (int path_n = g.NavFocusRoute.Size - 1; path_n >= 0; path_n--)
{
const ImGuiFocusScopeData& focus_scope = g.NavFocusScopePath[path_n];
const ImGuiFocusScopeData& focus_scope = g.NavFocusRoute[path_n];
SameLine(0.0f, 0.0f);
Text("0x%08X/", focus_scope.ID);
SetItemTooltip("In window \"%s\"", FindWindowByID(focus_scope.WindowID)->Name);

3
imgui_internal.h

@ -2003,7 +2003,7 @@ struct ImGuiContext
ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow'
ImGuiID NavId; // Focused item for navigation
ImGuiID NavFocusScopeId; // Focused focus scope (e.g. selection code often wants to "clear other items" when landing on an item of the same scope)
ImVector<ImGuiFocusScopeData> NavFocusScopePath; // Reversed copy focus scope stack for NavId (should contains NavFocusScopeId)
ImVector<ImGuiFocusScopeData> NavFocusRoute; // Reversed copy focus scope stack for NavId (should contains NavFocusScopeId). This essentially follow the window->ParentWindowForFocusRoute chain.
ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem()
ImGuiID NavActivateDownId; // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0
ImGuiID NavActivatePressedId; // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat)
@ -2387,6 +2387,7 @@ struct ImGuiContext
FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0;
FramerateSecPerFrameAccum = 0.0f;
WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1;
memset(TempKeychordName, 0, sizeof(TempKeychordName));
}
};

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