| 11568 | } |
| 11569 | |
| 11570 | void ImGui::NavUpdateCreateMoveRequest() |
| 11571 | { |
| 11572 | ImGuiContext& g = *GImGui; |
| 11573 | ImGuiIO& io = g.IO; |
| 11574 | ImGuiWindow* window = g.NavWindow; |
| 11575 | const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; |
| 11576 | const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; |
| 11577 | |
| 11578 | if (g.NavMoveForwardToNextFrame && window != NULL) |
| 11579 | { |
| 11580 | // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window) |
| 11581 | // (preserve most state, which were already set by the NavMoveRequestForward() function) |
| 11582 | IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None); |
| 11583 | IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded); |
| 11584 | IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir); |
| 11585 | } |
| 11586 | else |
| 11587 | { |
| 11588 | // Initiate directional inputs request |
| 11589 | g.NavMoveDir = ImGuiDir_None; |
| 11590 | g.NavMoveFlags = ImGuiNavMoveFlags_None; |
| 11591 | g.NavMoveScrollFlags = ImGuiScrollFlags_None; |
| 11592 | if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs)) |
| 11593 | { |
| 11594 | const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateNavMove; |
| 11595 | if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; } |
| 11596 | if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; } |
| 11597 | if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; } |
| 11598 | if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Down; } |
| 11599 | } |
| 11600 | g.NavMoveClipDir = g.NavMoveDir; |
| 11601 | g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); |
| 11602 | } |
| 11603 | |
| 11604 | // Update PageUp/PageDown/Home/End scroll |
| 11605 | // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag? |
| 11606 | float scoring_rect_offset_y = 0.0f; |
| 11607 | if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active) |
| 11608 | scoring_rect_offset_y = NavUpdatePageUpPageDown(); |
| 11609 | if (scoring_rect_offset_y != 0.0f) |
| 11610 | { |
| 11611 | g.NavScoringNoClipRect = window->InnerRect; |
| 11612 | g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y); |
| 11613 | } |
| 11614 | |
| 11615 | // [DEBUG] Always send a request when holding CTRL. Hold CTRL + Arrow change the direction. |
| 11616 | #if IMGUI_DEBUG_NAV_SCORING |
| 11617 | //if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C)) |
| 11618 | // g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3); |
| 11619 | if (io.KeyCtrl) |
| 11620 | { |
| 11621 | if (g.NavMoveDir == ImGuiDir_None) |
| 11622 | g.NavMoveDir = g.NavMoveDirForDebug; |
| 11623 | g.NavMoveClipDir = g.NavMoveDir; |
| 11624 | g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult; |
| 11625 | } |
| 11626 | #endif |
| 11627 |
nothing calls this directly
no test coverage detected