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Internals: Nav: Tweak NavUpdatePageUpPageDown() to make it more readable.

pull/2686/head
omar 5 years ago
parent
commit
835b50b773
  1. 63
      imgui.cpp

63
imgui.cpp

@ -5756,6 +5756,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
if (render_decorations_in_parent)
window->DrawList = parent_window->DrawList;
// Handle title bar, scrollbar, resize grips and resize borders
const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight);
RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, resize_grip_count, resize_grip_col, resize_grip_draw_size);
@ -8451,42 +8452,44 @@ static void ImGui::NavUpdateMoveResult()
static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags)
{
ImGuiContext& g = *GImGui;
if (g.NavMoveDir == ImGuiDir_None && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget && g.NavLayer == 0)
if (g.NavMoveDir != ImGuiDir_None || g.NavWindow == NULL)
return 0.0f;
if ((g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL || g.NavLayer != 0)
return 0.0f;
ImGuiWindow* window = g.NavWindow;
bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && (allowed_dir_flags & (1 << ImGuiDir_Up));
bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && (allowed_dir_flags & (1 << ImGuiDir_Down));
if (page_up_held != page_down_held) // If either (not both) are pressed
{
ImGuiWindow* window = g.NavWindow;
bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && (allowed_dir_flags & (1 << ImGuiDir_Up));
bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && (allowed_dir_flags & (1 << ImGuiDir_Down));
if (page_up_held != page_down_held) // If either (not both) are pressed
if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll)
{
// Fallback manual-scroll when window has no navigable item
if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true))
SetWindowScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());
else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true))
SetWindowScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());
}
else
{
if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll)
const ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
float nav_scoring_rect_offset_y = 0.0f;
if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true))
{
// Fallback manual-scroll when window has no navigable item
if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true))
SetWindowScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());
else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true))
SetWindowScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());
nav_scoring_rect_offset_y = -page_offset_y;
g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item)
g.NavMoveClipDir = ImGuiDir_Up;
g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
}
else
else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true))
{
const ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
float nav_scoring_rect_offset_y = 0.0f;
if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true))
{
nav_scoring_rect_offset_y = -page_offset_y;
g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item)
g.NavMoveClipDir = ImGuiDir_Up;
g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
}
else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true))
{
nav_scoring_rect_offset_y = +page_offset_y;
g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item)
g.NavMoveClipDir = ImGuiDir_Down;
g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
}
return nav_scoring_rect_offset_y;
nav_scoring_rect_offset_y = +page_offset_y;
g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item)
g.NavMoveClipDir = ImGuiDir_Down;
g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
}
return nav_scoring_rect_offset_y;
}
}
return 0.0f;

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