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Nav: Maintaining a NavActivatePressedId field that widget can conveniently use along with NavActivateDownId.

pull/1608/head
omar 7 years ago
parent
commit
e5e3cc617e
  1. 21
      imgui.cpp
  2. 7
      imgui_internal.h

21
imgui.cpp

@ -3042,28 +3042,31 @@ static void ImGui::NavUpdate()
}
}
g.NavActivateId = g.NavActivateDownId = g.NavInputId = 0;
if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget)
// Process manual activation request
g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = 0;
if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
{
if (g.ActiveId == 0 && IsNavInputPressed(ImGuiNavInput_PadActivate, ImGuiInputReadMode_Pressed))
bool activate_down = IsNavInputDown(ImGuiNavInput_PadActivate);
bool activate_pressed = activate_down && IsNavInputPressed(ImGuiNavInput_PadActivate, ImGuiInputReadMode_Pressed);
if (g.ActiveId == 0 && activate_pressed)
g.NavActivateId = g.NavId;
if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputDown(ImGuiNavInput_PadActivate))
if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down)
g.NavActivateDownId = g.NavId;
if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed)
g.NavActivatePressedId = g.NavId;
if (g.ActiveId == 0 && IsNavInputPressed(ImGuiNavInput_PadInput, ImGuiInputReadMode_Pressed))
g.NavInputId = g.NavId;
}
if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
{
g.NavActivateId = g.NavActivateDownId = g.NavInputId = 0;
g.NavDisableHighlight = true;
}
if (g.NavActivateId != 0)
IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
g.NavMoveRequest = false;
// Process explicit activation request
// Process programmatic activation request
if (g.NavNextActivateId != 0)
g.NavActivateId = g.NavActivateDownId = g.NavInputId = g.NavNextActivateId;
g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = g.NavNextActivateId;
g.NavNextActivateId = 0;
// Initiate directional inputs request

7
imgui_internal.h

@ -608,8 +608,9 @@ struct ImGuiContext
// Navigation data (for gamepad/keyboard)
ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow'
ImGuiID NavId; // Focused item for navigation
ImGuiID NavActivateId; // ~~ IsNavInputPressed(ImGuiNavInput_PadActivate) ? NavId : 0, also set when calling ActivateItem()
ImGuiID NavActivateDownId; // ~~ IsNavInputPressed(ImGuiNavInput_PadActivate) ? NavId : 0
ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_PadActivate) ? NavId : 0, also set when calling ActivateItem()
ImGuiID NavActivateDownId; // ~~ IsNavInputDown(ImGuiNavInput_PadActivate) ? NavId : 0
ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_PadActivate) ? NavId : 0
ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_PadInput) ? NavId : 0
ImGuiID NavJustTabbedId; // Just tabbed to this id.
ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame
@ -730,7 +731,7 @@ struct ImGuiContext
NextTreeNodeOpenCond = 0;
NavWindow = NULL;
NavId = NavActivateId = NavActivateDownId = NavInputId = 0;
NavId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0;
NavJustTabbedId = NavJustMovedToId = NavNextActivateId = 0;
NavScoringRectScreen = ImRect();
NavScoringCount = 0;

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