From eed7b0e9c5cbb3006198919e3ea4e5bfb2294ebc Mon Sep 17 00:00:00 2001 From: ocornut Date: Mon, 24 Apr 2023 20:03:29 +0200 Subject: [PATCH] Nav: remove other-axis clamping, now that columns themselves are clamped. (#2221) Amend 00d3f92 + older f2d14724, 0cc20fca8 + Add ImGuiNavMoveFlags_WrapMask_ for good measure. --- imgui.cpp | 26 ++++---------------------- imgui_internal.h | 1 + 2 files changed, 5 insertions(+), 22 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 04e4f8382..383fb4a72 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -10668,20 +10668,6 @@ static float inline NavScoreItemDistInterval(float cand_min, float cand_max, flo return 0.0f; } -static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect& r, const ImRect& clip_rect) -{ - if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) - { - r.Min.y = ImClamp(r.Min.y, clip_rect.Min.y, clip_rect.Max.y); - r.Max.y = ImClamp(r.Max.y, clip_rect.Min.y, clip_rect.Max.y); - } - else // FIXME: PageUp/PageDown are leaving move_dir == None - { - r.Min.x = ImClamp(r.Min.x, clip_rect.Min.x, clip_rect.Max.x); - r.Max.x = ImClamp(r.Max.x, clip_rect.Min.x, clip_rect.Max.x); - } -} - // Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057 static bool ImGui::NavScoreItem(ImGuiNavItemData* result) { @@ -10704,10 +10690,6 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result) cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window } - // We perform scoring on items bounding box clipped by the current clipping rectangle on the other axis (clipping on our movement axis would give us equal scores for all clipped items) - // For example, this ensures that items in one column are not reached when moving vertically from items in another column. - NavClampRectToVisibleAreaForMoveDir(g.NavMoveClipDir, cand, window->ClipRect); - // Compute distance between boxes // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed. float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x); @@ -11035,10 +11017,11 @@ void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNav void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags) { ImGuiContext& g = *GImGui; - IM_ASSERT(wrap_flags != 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY + IM_ASSERT((wrap_flags & ImGuiNavMoveFlags_WrapMask_ ) != 0 && (wrap_flags & ~ImGuiNavMoveFlags_WrapMask_) == 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY + // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it, NavEndFrame() will do the same test if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main) - g.NavMoveFlags |= wrap_flags; + g.NavMoveFlags = (g.NavMoveFlags & ~ImGuiNavMoveFlags_WrapMask_) | wrap_flags; } // FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0). @@ -11732,8 +11715,7 @@ static void ImGui::NavEndFrame() // Perform wrap-around in menus // FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly. // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame. - const ImGuiNavMoveFlags wanted_flags = ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY; - if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & wanted_flags) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0) + if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & ImGuiNavMoveFlags_WrapMask_) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0) NavUpdateCreateWrappingRequest(); } diff --git a/imgui_internal.h b/imgui_internal.h index 900d5cf68..c6b9ee6fa 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1473,6 +1473,7 @@ enum ImGuiNavMoveFlags_ ImGuiNavMoveFlags_LoopY = 1 << 1, ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left) ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful but provided for completeness + ImGuiNavMoveFlags_WrapMask_ = ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_WrapY, ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place) ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisible that only comprise elements that are already fully visible (used by PageUp/PageDown) ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword, probably unnecessary