| 11028 | } |
| 11029 | |
| 11030 | void ImGui::NavUpdateCreateMoveRequest() |
| 11031 | { |
| 11032 | ImGuiContext& g = *GImGui; |
| 11033 | ImGuiIO& io = g.IO; |
| 11034 | ImGuiWindow* window = g.NavWindow; |
| 11035 | const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; |
| 11036 | const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; |
| 11037 | |
| 11038 | if (g.NavMoveForwardToNextFrame && window != NULL) |
| 11039 | { |
| 11040 | // 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) |
| 11041 | // (preserve most state, which were already set by the NavMoveRequestForward() function) |
| 11042 | IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None); |
| 11043 | IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded); |
| 11044 | IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir); |
| 11045 | } |
| 11046 | else |
| 11047 | { |
| 11048 | // Initiate directional inputs request |
| 11049 | g.NavMoveDir = ImGuiDir_None; |
| 11050 | g.NavMoveFlags = ImGuiNavMoveFlags_None; |
| 11051 | g.NavMoveScrollFlags = ImGuiScrollFlags_None; |
| 11052 | if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs)) |
| 11053 | { |
| 11054 | const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateNavMove; |
| 11055 | 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; } |
| 11056 | 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; } |
| 11057 | 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; } |
| 11058 | 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; } |
| 11059 | } |
| 11060 | g.NavMoveClipDir = g.NavMoveDir; |
| 11061 | g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); |
| 11062 | } |
| 11063 | |
| 11064 | // Update PageUp/PageDown/Home/End scroll |
| 11065 | // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag? |
| 11066 | float scoring_rect_offset_y = 0.0f; |
| 11067 | if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active) |
| 11068 | scoring_rect_offset_y = NavUpdatePageUpPageDown(); |
| 11069 | if (scoring_rect_offset_y != 0.0f) |
| 11070 | { |
| 11071 | g.NavScoringNoClipRect = window->InnerRect; |
| 11072 | g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y); |
| 11073 | } |
| 11074 | |
| 11075 | // [DEBUG] Always send a request |
| 11076 | #if IMGUI_DEBUG_NAV_SCORING |
| 11077 | if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C)) |
| 11078 | g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3); |
| 11079 | if (io.KeyCtrl && g.NavMoveDir == ImGuiDir_None) |
| 11080 | { |
| 11081 | g.NavMoveDir = g.NavMoveDirForDebug; |
| 11082 | g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult; |
| 11083 | } |
| 11084 | #endif |
| 11085 | |
| 11086 | // Submit |
| 11087 | g.NavMoveForwardToNextFrame = false; |
nothing calls this directly
no test coverage detected