Nav: Tweaked CTRL+TAB to hide visual noise on fast switch + fading out screen dimming and highlight to make the experience less harsh
diff --git a/imgui.cpp b/imgui.cpp
index da6befe..e052f0d 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -856,6 +856,10 @@
static const ImU64 IM_U64_MIN = 0;
static const ImU64 IM_U64_MAX = 0xFFFFFFFFFFFFFFFFull;
+// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch.
+static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in
+static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear
+
//-------------------------------------------------------------------------
// Forward Declarations
//-------------------------------------------------------------------------
@@ -3056,7 +3060,7 @@
if (!window_target)
window_target = FindWindowNavigable((focus_change_dir < 0) ? (g.Windows.Size - 1) : 0, i_current, focus_change_dir);
if (window_target) // Don't reset windowing target if there's a single window in the list
- g.NavWindowingTarget = window_target;
+ g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;
g.NavWindowingToggleLayer = false;
}
@@ -3074,23 +3078,32 @@
return;
}
+ // Fade out
+ if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)
+ {
+ g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - g.IO.DeltaTime * 10.0f, 0.0f);
+ if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
+ g.NavWindowingTargetAnim = NULL;
+ }
+
+ // Start CTRL-TAB or Square+L/R window selection
bool start_windowing_with_gamepad = !g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed);
bool start_windowing_with_keyboard = !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard);
if (start_windowing_with_gamepad || start_windowing_with_keyboard)
if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavigable(g.Windows.Size - 1, -INT_MAX, -1))
{
- g.NavWindowingTarget = window;
- g.NavWindowingHighlightTimer = g.NavWindowingHighlightAlpha = 0.0f;
+ g.NavWindowingTarget = g.NavWindowingTargetAnim = window;
+ g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true;
g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad;
}
// Gamepad update
- g.NavWindowingHighlightTimer += g.IO.DeltaTime;
+ g.NavWindowingTimer += g.IO.DeltaTime;
if (g.NavWindowingTarget && g.NavInputSource == 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));
+ g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));
// Select window to focus
const int focus_change_dir = (int)IsNavInputPressed(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputPressed(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow);
@@ -3116,7 +3129,7 @@
if (g.NavWindowingTarget && g.NavInputSource == 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
+ g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
if (IsKeyPressedMap(ImGuiKey_Tab, true))
NavUpdateWindowingHighlightWindow(g.IO.KeyShift ? +1 : -1);
if (!g.IO.KeyCtrl)
@@ -3201,6 +3214,9 @@
ImGuiContext& g = *GImGui;
IM_ASSERT(g.NavWindowingTarget != NULL);
+ if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY)
+ return;
+
if (g.NavWindowingList == NULL)
g.NavWindowingList = FindWindowByName("###NavWindowingList");
SetNextWindowSizeConstraints(ImVec2(g.IO.DisplaySize.x * 0.20f, g.IO.DisplaySize.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
@@ -3928,10 +3944,10 @@
UpdateHoveredWindowAndCaptureFlags();
// Background darkening/whitening
- if (GetFrontMostPopupModal() != NULL || g.NavWindowingTarget != NULL)
+ if (GetFrontMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f))
g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f);
else
- g.DimBgRatio = 0.0f;
+ g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f);
g.MouseCursor = ImGuiMouseCursor_Arrow;
g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;
@@ -6485,7 +6501,7 @@
// Draw modal window background (darkens what is behind them, all viewports)
const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetFrontMostPopupModal() && window->HiddenFrames <= 0;
- const bool dim_bg_for_window_list = g.NavWindowingTarget && (window == g.NavWindowingTarget->RootWindow);
+ const bool dim_bg_for_window_list = g.NavWindowingTargetAnim && (window == g.NavWindowingTargetAnim->RootWindow);
if (dim_bg_for_modal || dim_bg_for_window_list)
{
const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio);
@@ -6493,7 +6509,7 @@
}
// Draw navigation selection/windowing rectangle background
- if (dim_bg_for_window_list && window == g.NavWindowingTarget->RootWindow)
+ if (dim_bg_for_window_list && window == g.NavWindowingTargetAnim)
{
ImRect bb = window->Rect();
bb.Expand(g.FontSize);
@@ -6575,7 +6591,7 @@
}
// Draw navigation selection/windowing rectangle border
- if (g.NavWindowingTarget == window)
+ if (g.NavWindowingTargetAnim == window)
{
float rounding = ImMax(window->WindowRounding, g.Style.WindowRounding);
ImRect bb = window->Rect();
diff --git a/imgui_internal.h b/imgui_internal.h
index 5d6242a..f76dbde 100644
--- a/imgui_internal.h
+++ b/imgui_internal.h
@@ -672,8 +672,9 @@
ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
int NavScoringCount; // Metrics for debugging
ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed front-most.
+ ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f
ImGuiWindow* NavWindowingList;
- float NavWindowingHighlightTimer;
+ float NavWindowingTimer;
float NavWindowingHighlightAlpha;
bool NavWindowingToggleLayer;
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.
@@ -801,8 +802,8 @@
NavInputSource = ImGuiInputSource_None;
NavScoringRectScreen = ImRect();
NavScoringCount = 0;
- NavWindowingTarget = NavWindowingList = NULL;
- NavWindowingHighlightTimer = NavWindowingHighlightAlpha = 0.0f;
+ NavWindowingTarget = NavWindowingTargetAnim = NavWindowingList = NULL;
+ NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;
NavWindowingToggleLayer = false;
NavLayer = 0;
NavIdTabCounter = INT_MAX;