Nav: Cleaning up + using ImGuiInputSource source enum instead of a silly bool. (#787)
diff --git a/imgui.cpp b/imgui.cpp
index d47e585..0301541 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -2687,11 +2687,11 @@
ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor, float fast_factor)
{
ImVec2 delta(0.0f, 0.0f);
- if (dir_sources & ImGuiNavDirSourceFlags_Key)
+ if (dir_sources & ImGuiNavDirSourceFlags_Keyboard)
delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight, mode) - GetNavInputAmount(ImGuiNavInput_KeyLeft, mode), GetNavInputAmount(ImGuiNavInput_KeyDown, mode) - GetNavInputAmount(ImGuiNavInput_KeyUp, mode));
- if (dir_sources & ImGuiNavDirSourceFlags_PadLStick)
+ if (dir_sources & ImGuiNavDirSourceFlags_PadDPad)
delta += ImVec2(GetNavInputAmount(ImGuiNavInput_PadDpadRight, mode) - GetNavInputAmount(ImGuiNavInput_PadDpadLeft, mode), GetNavInputAmount(ImGuiNavInput_PadDpadDown, mode) - GetNavInputAmount(ImGuiNavInput_PadDpadUp, mode));
- if (dir_sources & ImGuiNavDirSourceFlags_PadRStick)
+ if (dir_sources & ImGuiNavDirSourceFlags_PadLStick)
delta += ImVec2(GetNavInputAmount(ImGuiNavInput_PadLStickRight, mode) - GetNavInputAmount(ImGuiNavInput_PadLStickLeft, mode), GetNavInputAmount(ImGuiNavInput_PadLStickDown, mode) - GetNavInputAmount(ImGuiNavInput_PadLStickUp, mode));
if (slow_factor != 0.0f && IsNavInputDown(ImGuiNavInput_PadTweakSlow))
delta *= slow_factor;
@@ -2730,12 +2730,12 @@
g.NavWindowingTarget = window->RootNonPopupWindow;
g.NavWindowingHighlightTimer = g.NavWindowingHighlightAlpha = 0.0f;
g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true;
- g.NavWindowingIsKeyboardMode = start_windowing_with_keyboard;
+ g.NavWindowingInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad;
}
// Gamepad update
g.NavWindowingHighlightTimer += g.IO.DeltaTime;
- if (g.NavWindowingTarget && !g.NavWindowingIsKeyboardMode)
+ if (g.NavWindowingTarget && g.NavWindowingInputSource == ImGuiInputSource_NavGamepad)
{
// Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise
g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingHighlightTimer - 0.20f) / 0.05f));
@@ -2761,7 +2761,7 @@
}
// Keyboard: Focus
- if (g.NavWindowingTarget && g.NavWindowingIsKeyboardMode)
+ if (g.NavWindowingTarget && g.NavWindowingInputSource == ImGuiInputSource_NavKeyboard)
{
// Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingHighlightTimer - 0.15f) / 0.04f)); // 1.0f
@@ -2779,10 +2779,10 @@
if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
{
ImVec2 move_delta;
- if (g.NavWindowingIsKeyboardMode && !g.IO.KeyShift)
- move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Key, ImGuiInputReadMode_Down);
- if (!g.NavWindowingIsKeyboardMode)
- move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadRStick, ImGuiInputReadMode_Down);
+ if (g.NavWindowingInputSource == ImGuiInputSource_NavKeyboard && !g.IO.KeyShift)
+ move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
+ if (g.NavWindowingInputSource == ImGuiInputSource_NavGamepad)
+ move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down);
if (move_delta.x != 0.0f || move_delta.y != 0.0f)
{
const float NAV_MOVE_SPEED = 800.0f;
@@ -3043,7 +3043,7 @@
// *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_PadRStick, ImGuiInputReadMode_Down, 1.0f/10.0f, 10.0f);
+ ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f/10.0f, 10.0f);
if (scroll_dir.x != 0.0f && window->ScrollbarX)
{
SetWindowScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed));
@@ -5357,10 +5357,10 @@
if (g.NavWindowingTarget == window)
{
ImVec2 nav_resize_delta;
- if (g.NavWindowingIsKeyboardMode && g.IO.KeyShift)
- nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Key, ImGuiInputReadMode_Down);
- if (!g.NavWindowingIsKeyboardMode)
- nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down);
+ if (g.NavWindowingInputSource == ImGuiInputSource_NavKeyboard && g.IO.KeyShift)
+ nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
+ if (g.NavWindowingInputSource == ImGuiInputSource_NavGamepad)
+ nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_Down);
if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f)
{
const float NAV_RESIZE_SPEED = 600.0f;
@@ -8401,7 +8401,7 @@
}
else if (g.ActiveIdSource == ImGuiInputSource_Nav && g.NavActivateDownId == id)
{
- const ImVec2 delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Key|ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_RepeatFast, 0.0f, 0.0f);
+ const ImVec2 delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard|ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 0.0f, 0.0f);
float delta = is_horizontal ? delta2.x : -delta2.y;
if (delta != 0.0f)
{
@@ -8748,7 +8748,7 @@
}
if (g.ActiveIdSource == ImGuiInputSource_Nav)
{
- adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Key|ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_RepeatFast, 1.0f/10.0f, 10.0f).x;
+ adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard|ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f/10.0f, 10.0f).x;
v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision));
}
adjust_delta *= v_speed;
@@ -12981,7 +12981,7 @@
}
if (ImGui::TreeNode("Basic state"))
{
- const char* input_source_names[] = { "None", "Mouse", "Nav" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_Count_);
+ const char* input_source_names[] = { "None", "Mouse", "Nav", "NavGamepad", "NavKeyboard" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_Count_);
ImGui::Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
ImGui::Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL");
ImGui::Text("HoveredId: 0x%08X/0x%08X (%.2f sec)", g.HoveredId, g.HoveredIdPreviousFrame, g.HoveredIdTimer); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not
diff --git a/imgui_internal.h b/imgui_internal.h
index 2d5248e..3b1923d 100644
--- a/imgui_internal.h
+++ b/imgui_internal.h
@@ -252,6 +252,8 @@
ImGuiInputSource_None = 0,
ImGuiInputSource_Mouse,
ImGuiInputSource_Nav,
+ ImGuiInputSource_NavKeyboard, // Only used occasionally for storage, not tested/handled by most code
+ ImGuiInputSource_NavGamepad, // "
ImGuiInputSource_Count_,
};
@@ -285,9 +287,9 @@
enum ImGuiNavDirSourceFlags_
{
- ImGuiNavDirSourceFlags_Key = 1 << 0,
- ImGuiNavDirSourceFlags_PadLStick = 1 << 1,
- ImGuiNavDirSourceFlags_PadRStick = 1 << 2
+ ImGuiNavDirSourceFlags_Keyboard = 1 << 0,
+ ImGuiNavDirSourceFlags_PadDPad = 1 << 1,
+ ImGuiNavDirSourceFlags_PadLStick = 1 << 2
};
// 2D axis aligned bounding-box
@@ -594,7 +596,7 @@
float NavWindowingHighlightTimer;
float NavWindowingHighlightAlpha;
bool NavWindowingToggleLayer;
- bool NavWindowingIsKeyboardMode; // Gamepad or keyboard mode
+ ImGuiInputSource NavWindowingInputSource; // Gamepad or keyboard mode
int NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later.
int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing
bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRefRectRel is valid
@@ -714,7 +716,7 @@
NavWindowingTarget = NULL;
NavWindowingHighlightTimer = NavWindowingHighlightAlpha = 0.0f;
NavWindowingToggleLayer = false;
- NavWindowingIsKeyboardMode = false;
+ NavWindowingInputSource = ImGuiInputSource_None;
NavLayer = 0;
NavIdTabCounter = INT_MAX;
NavIdIsAlive = false;