Achievements: Reset focus when opening windows
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@ -2467,6 +2467,10 @@ void Achievements::DrawAchievementsWindow()
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ImGui::SetNextWindowBgAlpha(alpha);
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// See note in FullscreenUI::DrawSettingsWindow().
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if (ImGuiFullscreen::IsFocusResetFromWindowChange())
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ImGui::SetNextWindowScroll(ImVec2(0.0f, 0.0f));
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if (ImGuiFullscreen::BeginFullscreenWindow(
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ImVec2(0.0f, heading_height),
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ImVec2(display_size.x, display_size.y - heading_height - LayoutScale(ImGuiFullscreen::LAYOUT_FOOTER_HEIGHT)),
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@ -2481,6 +2485,7 @@ void Achievements::DrawAchievementsWindow()
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};
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ImGuiFullscreen::BeginMenuButtons();
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ImGuiFullscreen::ResetFocusHere();
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for (u32 bucket_type : {RC_CLIENT_ACHIEVEMENT_BUCKET_ACTIVE_CHALLENGE,
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RC_CLIENT_ACHIEVEMENT_BUCKET_RECENTLY_UNLOCKED, RC_CLIENT_ACHIEVEMENT_BUCKET_UNLOCKED,
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@ -2853,6 +2858,7 @@ void Achievements::DrawLeaderboardsWindow()
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ImGui::IsKeyPressed(ImGuiKey_NavGamepadTweakFast, false))
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{
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s_is_showing_all_leaderboard_entries = !s_is_showing_all_leaderboard_entries;
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ImGuiFullscreen::QueueResetFocus(ImGuiFullscreen::FocusResetType::Other);
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}
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for (const bool show_all : {false, true})
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@ -2928,6 +2934,10 @@ void Achievements::DrawLeaderboardsWindow()
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ImGuiFullscreen::EndFullscreenWindow();
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FullscreenUI::SetStandardSelectionFooterText(true);
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// See note in FullscreenUI::DrawSettingsWindow().
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if (ImGuiFullscreen::IsFocusResetFromWindowChange())
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ImGui::SetNextWindowScroll(ImVec2(0.0f, 0.0f));
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if (!is_leaderboard_open)
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{
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if (ImGuiFullscreen::BeginFullscreenWindow(
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@ -2936,6 +2946,7 @@ void Achievements::DrawLeaderboardsWindow()
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"leaderboards", background, 0.0f, ImVec2(ImGuiFullscreen::LAYOUT_MENU_WINDOW_X_PADDING, 0.0f), 0))
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{
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ImGuiFullscreen::BeginMenuButtons();
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ImGuiFullscreen::ResetFocusHere();
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for (u32 bucket_index = 0; bucket_index < s_leaderboard_list->num_buckets; bucket_index++)
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{
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@ -2961,6 +2972,8 @@ void Achievements::DrawLeaderboardsWindow()
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{
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if (s_leaderboard_nearby_entries)
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{
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ImGuiFullscreen::ResetFocusHere();
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for (u32 i = 0; i < s_leaderboard_nearby_entries->num_entries; i++)
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{
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DrawLeaderboardEntry(s_leaderboard_nearby_entries->entries[i],
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@ -2983,6 +2996,9 @@ void Achievements::DrawLeaderboardsWindow()
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}
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else
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{
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if (ImGuiFullscreen::IsFocusResetFromWindowChange() && !s_leaderboard_entry_lists.empty())
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ImGuiFullscreen::ResetFocusHere();
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for (const rc_client_leaderboard_entry_list_t* list : s_leaderboard_entry_lists)
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{
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for (u32 i = 0; i < list->num_entries; i++)
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@ -3154,6 +3170,7 @@ void Achievements::OpenLeaderboard(const rc_client_leaderboard_t* lboard)
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s_is_showing_all_leaderboard_entries = false;
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s_leaderboard_fetch_handle = rc_client_begin_fetch_leaderboard_entries_around_user(
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s_client, lboard->id, LEADERBOARD_NEARBY_ENTRIES_TO_FETCH, LeaderboardFetchNearbyCallback, nullptr);
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ImGuiFullscreen::QueueResetFocus(ImGuiFullscreen::FocusResetType::Other);
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}
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bool Achievements::OpenLeaderboardById(u32 leaderboard_id)
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@ -3259,6 +3276,7 @@ void Achievements::CloseLeaderboard()
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}
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s_open_leaderboard = nullptr;
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ImGuiFullscreen::QueueResetFocus(ImGuiFullscreen::FocusResetType::Other);
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}
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#ifdef ENABLE_RAINTEGRATION
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@ -1,5 +1,5 @@
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// SPDX-FileCopyrightText: 2019-2024 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
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// SPDX-License-Identifier: (GPL-3.0 OR PolyForm-Strict-1.0.0)
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#include "fullscreen_ui.h"
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#include "achievements.h"
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@ -124,9 +124,9 @@ using ImGuiFullscreen::ForceKeyNavEnabled;
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using ImGuiFullscreen::GetCachedTexture;
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using ImGuiFullscreen::GetCachedTextureAsync;
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using ImGuiFullscreen::GetPlaceholderTexture;
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using ImGuiFullscreen::GetQueuedFocusResetType;
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using ImGuiFullscreen::HorizontalMenuItem;
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using ImGuiFullscreen::IsFocusResetQueued;
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using ImGuiFullscreen::IsFocusResetFromWindowChange;
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using ImGuiFullscreen::IsGamepadInputSource;
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using ImGuiFullscreen::LayoutScale;
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using ImGuiFullscreen::LoadTexture;
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@ -2917,12 +2917,8 @@ void FullscreenUI::DrawSettingsWindow()
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// we have to do this here, because otherwise it uses target, and jumps a frame later.
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// don't do it for popups opening/closing, otherwise we lose our position
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if (FocusResetType focus_reset = GetQueuedFocusResetType(); focus_reset != FocusResetType::None &&
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focus_reset != FocusResetType::PopupOpened &&
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focus_reset != FocusResetType::PopupClosed)
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{
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if (IsFocusResetFromWindowChange())
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ImGui::SetNextWindowScroll(ImVec2(0.0f, 0.0f));
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}
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if (BeginFullscreenWindow(
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ImVec2(0.0f, heading_size.y),
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@ -604,6 +604,12 @@ bool ImGuiFullscreen::IsFocusResetQueued()
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return (s_focus_reset_queued != FocusResetType::None);
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}
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bool ImGuiFullscreen::IsFocusResetFromWindowChange()
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{
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return (s_focus_reset_queued != FocusResetType::None && s_focus_reset_queued != FocusResetType::PopupOpened &&
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s_focus_reset_queued != FocusResetType::PopupClosed);
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}
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ImGuiFullscreen::FocusResetType ImGuiFullscreen::GetQueuedFocusResetType()
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{
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return s_focus_reset_queued;
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@ -1940,6 +1946,7 @@ bool ImGuiFullscreen::NavTab(const char* title, bool is_active, bool enabled /*
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hovered ? ImGui::GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered, 1.0f) :
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ImGui::GetColorU32(is_active ? background : ImVec4(background.x, background.y, background.z, 0.5f));
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if (hovered)
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DrawMenuButtonFrame(bb.Min, bb.Max, col, true, 0.0f);
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if (is_active)
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@ -153,6 +153,7 @@ enum class FocusResetType : u8
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void QueueResetFocus(FocusResetType type);
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bool ResetFocusHere();
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bool IsFocusResetQueued();
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bool IsFocusResetFromWindowChange();
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FocusResetType GetQueuedFocusResetType();
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void ForceKeyNavEnabled();
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