| 13908 | } |
| 13909 | |
| 13910 | void ImGui::NavUpdateCreateMoveRequest() |
| 13911 | { |
| 13912 | ImGuiContext& g = *GImGui; |
| 13913 | ImGuiIO& io = g.IO; |
| 13914 | ImGuiWindow* window = g.NavWindow; |
| 13915 | const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; |
| 13916 | const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; |
| 13917 | |
| 13918 | if (g.NavMoveForwardToNextFrame && window != NULL) |
| 13919 | { |
| 13920 | // 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) |
| 13921 | // (preserve most state, which were already set by the NavMoveRequestForward() function) |
| 13922 | IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None); |
| 13923 | IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded); |
| 13924 | IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir); |
| 13925 | } |
| 13926 | else |
| 13927 | { |
| 13928 | // Initiate directional inputs request |
| 13929 | g.NavMoveDir = ImGuiDir_None; |
| 13930 | g.NavMoveFlags = ImGuiNavMoveFlags_None; |
| 13931 | g.NavMoveScrollFlags = ImGuiScrollFlags_None; |
| 13932 | if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs)) |
| 13933 | { |
| 13934 | const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateNavMove; |
| 13935 | if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Left; } |
| 13936 | if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Right; } |
| 13937 | if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Up; } |
| 13938 | if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Down; } |
| 13939 | } |
| 13940 | g.NavMoveClipDir = g.NavMoveDir; |
| 13941 | g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); |
| 13942 | } |
| 13943 | |
| 13944 | // Update PageUp/PageDown/Home/End scroll |
| 13945 | // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag? |
| 13946 | float scoring_rect_offset_y = 0.0f; |
| 13947 | if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active) |
| 13948 | scoring_rect_offset_y = NavUpdatePageUpPageDown(); |
| 13949 | if (scoring_rect_offset_y != 0.0f) |
| 13950 | { |
| 13951 | g.NavScoringNoClipRect = window->InnerRect; |
| 13952 | g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y); |
| 13953 | } |
| 13954 | |
| 13955 | // [DEBUG] Always send a request when holding CTRL. Hold CTRL + Arrow change the direction. |
| 13956 | #if IMGUI_DEBUG_NAV_SCORING |
| 13957 | //if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C)) |
| 13958 | // g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3); |
| 13959 | if (io.KeyCtrl) |
| 13960 | { |
| 13961 | if (g.NavMoveDir == ImGuiDir_None) |
| 13962 | g.NavMoveDir = g.NavMoveDirForDebug; |
| 13963 | g.NavMoveClipDir = g.NavMoveDir; |
| 13964 | g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult; |
| 13965 | } |
| 13966 | #endif |
| 13967 |
nothing calls this directly
no test coverage detected