Nav: Extract part of NavUpdate() into a saner NavUpdateWindowingTarget() (#787)
diff --git a/imgui.cpp b/imgui.cpp
index cb5c8bf..733c04f 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -2606,6 +2606,85 @@
return delta;
}
+// Window management mode (change focus, move/resize window, jump back and forth to menu layer)
+static void NavUpdateWindowingTarget()
+{
+ ImGuiContext& g = *GImGui;
+ if (!g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_PadMenu, ImGuiNavReadMode_Pressed))
+ {
+ ImGuiWindow* window = g.NavWindow;
+ if (!window)
+ window = FindWindowNavigable(g.Windows.Size - 1, -1, -1);
+ if (window)
+ {
+ g.NavWindowingTarget = window->RootNonPopupWindow;
+ g.NavWindowingDisplayAlpha = 0.0f;
+ g.NavWindowingToggleLayer = true;
+ }
+ }
+ if (g.NavWindowingTarget)
+ {
+ // Visuals only appears after a brief time holding the button, so that a fast tap (to toggle NavLayer) doesn't add visual noise
+ const float pressed_duration = g.IO.NavInputsDownDuration[ImGuiNavInput_PadMenu];
+ g.NavWindowingDisplayAlpha = ImMax(g.NavWindowingDisplayAlpha, ImSaturate((pressed_duration - 0.20f) / 0.05f));
+ g.NavWindowingToggleLayer &= (g.NavWindowingDisplayAlpha < 1.0f); // Once button is held long enough we don't consider it a tag-to-toggle-layer press anymore.
+
+ // Select window to focus
+ const int focus_change_dir = (int)IsNavInputPressed(ImGuiNavInput_PadFocusPrev, ImGuiNavReadMode_RepeatSlow) - (int)IsNavInputPressed(ImGuiNavInput_PadFocusNext, ImGuiNavReadMode_RepeatSlow);
+ if (focus_change_dir != 0 && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal))
+ {
+ const int i_current = FindWindowIndex(g.NavWindowingTarget);
+ ImGuiWindow* window_target = FindWindowNavigable(i_current + focus_change_dir, -1, focus_change_dir);
+ if (!window_target)
+ window_target = FindWindowNavigable((focus_change_dir < 0) ? (g.Windows.Size - 1) : 0, i_current, focus_change_dir);
+ g.NavWindowingTarget = window_target;
+ g.NavWindowingToggleLayer = false;
+ g.NavWindowingDisplayAlpha = 1.0f;
+ }
+
+ // Move window
+ if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
+ {
+ const ImVec2 move_delta = GetNavInputAmount2d(1, ImGuiNavReadMode_Down);
+ if (move_delta.x != 0.0f || move_delta.y != 0.0f)
+ {
+ const float move_speed = ImFloor(600 * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y));
+ g.NavWindowingTarget->PosFloat += move_delta * move_speed;
+ g.NavDisableMouseHover = true;
+ MarkIniSettingsDirty(g.NavWindowingTarget);
+ }
+ }
+
+ if (!IsNavInputDown(ImGuiNavInput_PadMenu))
+ {
+ // Apply actual focus only when releasing the NavMenu button (until then the window was merely rendered front-most)
+ if (g.NavWindowingTarget && !g.NavWindowingToggleLayer && (!g.NavWindow || g.NavWindowingTarget != g.NavWindow->RootNonPopupWindow))
+ {
+ ImGui::FocusWindow(g.NavWindowingTarget);
+ g.NavDisableHighlight = false;
+ g.NavDisableMouseHover = true;
+ if (g.NavWindowingTarget->NavLastIds[0] == 0)
+ NavInitWindow(g.NavWindowingTarget, false);
+ }
+
+ // Single press toggles NavLayer
+ if (g.NavWindowingToggleLayer && g.NavWindow)
+ {
+ if ((g.NavWindow->DC.NavLayerActiveMask & (1 << 1)) == 0 && (g.NavWindow->RootWindow->DC.NavLayerActiveMask & (1 << 1)) != 0)
+ ImGui::FocusWindow(g.NavWindow->RootWindow);
+ g.NavLayer = (g.NavWindow->DC.NavLayerActiveMask & (1 << 1)) ? (g.NavLayer ^ 1) : 0;
+ g.NavDisableHighlight = false;
+ g.NavDisableMouseHover = true;
+ if (g.NavLayer == 0 && g.NavWindow->NavLastIds[0] != 0)
+ SetNavIdAndMoveMouse(g.NavWindow->NavLastIds[0], g.NavLayer, ImRect());
+ else
+ NavInitWindow(g.NavWindow, true);
+ }
+ g.NavWindowingTarget = NULL;
+ }
+ }
+}
+
// NB: We modify rect_rel by the amount we scrolled for, so it is immediately updated.
static void NavScrollToBringItemIntoView(ImGuiWindow* window, ImRect& item_rect_rel)
{
@@ -2699,83 +2778,10 @@
}
g.NavIdIsAlive = false;
g.NavJustTabbedId = 0;
-
- // Navigation windowing mode (change focus, move/resize window)
- if (!g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_PadMenu, ImGuiNavReadMode_Pressed))
- {
- ImGuiWindow* window = g.NavWindow;
- if (!window)
- window = FindWindowNavigable(g.Windows.Size-1, -1, -1);
- if (window)
- {
- g.NavWindowingTarget = window->RootNonPopupWindow;
- g.NavWindowingDisplayAlpha = 0.0f;
- g.NavWindowingToggleLayer = true;
- }
- }
- if (g.NavWindowingTarget)
- {
- // Visuals only appears after a brief time holding the button, so that a fast tap (to toggle NavLayer) doesn't add visual noise
- const float pressed_duration = g.IO.NavInputsDownDuration[ImGuiNavInput_PadMenu];
- g.NavWindowingDisplayAlpha = ImMax(g.NavWindowingDisplayAlpha, ImSaturate((pressed_duration - 0.20f) / 0.05f));
- g.NavWindowingToggleLayer &= (g.NavWindowingDisplayAlpha < 1.0f); // Once button is held long enough we don't consider it a tag-to-toggle-layer press anymore.
-
- // Select window to focus
- const int focus_change_dir = (int)IsNavInputPressed(ImGuiNavInput_PadFocusPrev, ImGuiNavReadMode_RepeatSlow) - (int)IsNavInputPressed(ImGuiNavInput_PadFocusNext, ImGuiNavReadMode_RepeatSlow);
- if (focus_change_dir != 0 && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal))
- {
- const int i_current = FindWindowIndex(g.NavWindowingTarget);
- ImGuiWindow* window_target = FindWindowNavigable(i_current + focus_change_dir, -1, focus_change_dir);
- if (!window_target)
- window_target = FindWindowNavigable((focus_change_dir < 0) ? (g.Windows.Size-1) : 0, i_current, focus_change_dir);
- g.NavWindowingTarget = window_target;
- g.NavWindowingToggleLayer = false;
- g.NavWindowingDisplayAlpha = 1.0f;
- }
-
- // Move window
- if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
- {
- const ImVec2 move_delta = GetNavInputAmount2d(1, ImGuiNavReadMode_Down);
- if (move_delta.x != 0.0f || move_delta.y != 0.0f)
- {
- const float move_speed = ImFloor(600 * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y));
- g.NavWindowingTarget->PosFloat += move_delta * move_speed;
- g.NavDisableMouseHover = true;
- MarkIniSettingsDirty(g.NavWindowingTarget);
- }
- }
-
- if (!IsNavInputDown(ImGuiNavInput_PadMenu))
- {
- // Apply actual focus only when releasing the NavMenu button (until then the window was merely rendered front-most)
- if (g.NavWindowingTarget && !g.NavWindowingToggleLayer && (!g.NavWindow || g.NavWindowingTarget != g.NavWindow->RootNonPopupWindow))
- {
- ImGui::FocusWindow(g.NavWindowingTarget);
- g.NavDisableHighlight = false;
- g.NavDisableMouseHover = true;
- if (g.NavWindowingTarget->NavLastIds[0] == 0)
- NavInitWindow(g.NavWindowingTarget, false);
- }
-
- // Single press toggles NavLayer
- if (g.NavWindowingToggleLayer && g.NavWindow)
- {
- if ((g.NavWindow->DC.NavLayerActiveMask & (1<<1)) == 0 && (g.NavWindow->RootWindow->DC.NavLayerActiveMask & (1<<1)) != 0)
- ImGui::FocusWindow(g.NavWindow->RootWindow);
- g.NavLayer = (g.NavWindow->DC.NavLayerActiveMask & (1<<1)) ? (g.NavLayer ^ 1) : 0;
- g.NavDisableHighlight = false;
- g.NavDisableMouseHover = true;
- if (g.NavLayer == 0 && g.NavWindow->NavLastIds[0] != 0)
- SetNavIdAndMoveMouse(g.NavWindow->NavLastIds[0], g.NavLayer, ImRect());
- else
- NavInitWindow(g.NavWindow, true);
- }
- g.NavWindowingTarget = NULL;
- }
- }
IM_ASSERT(g.NavLayer == 0 || g.NavLayer == 1);
+ NavUpdateWindowingTarget();
+
// Set output flags for user application
g.IO.NavUsable = g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
g.IO.NavActive = (g.IO.NavUsable && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL) || g.NavInitRequest;