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Nav: Fixed issues with nav request being transferred to another window when calling SetKeyboardFocusHere() and simultaneous changing window focus. (#4449)
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0b1bcfcc20
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076d8fc868
@ -82,6 +82,8 @@ Other Changes:
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- InputScalar: Automatically allow hexadecimal input when format is %X (without extra flag).
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- InputScalar: Automatically allow hexadecimal input when format is %X (without extra flag).
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- InputScalar: Automatically allow scientific input when format is float/double (without extra flag).
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- InputScalar: Automatically allow scientific input when format is float/double (without extra flag).
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- Nav: Fixed nav movement in a scope with only one disabled item from focusing the disabled item. (#5189)
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- Nav: Fixed nav movement in a scope with only one disabled item from focusing the disabled item. (#5189)
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- Nav: Fixed issues with nav request being transferred to another window when calling SetKeyboardFocusHere()
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and simultaneous changing window focus. (#4449)
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- IsItemHovered(): added ImGuiHoveredFlags_NoNavOverride to disable the behavior where the
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- IsItemHovered(): added ImGuiHoveredFlags_NoNavOverride to disable the behavior where the
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return value is overriden by focus when gamepad/keyboard navigation is active.
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return value is overriden by focus when gamepad/keyboard navigation is active.
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- InputText: Fixed pressing Tab emitting two tabs characters because of dual Keys/Chars events being
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- InputText: Fixed pressing Tab emitting two tabs characters because of dual Keys/Chars events being
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19
imgui.cpp
19
imgui.cpp
@ -7383,7 +7383,10 @@ void ImGui::SetKeyboardFocusHere(int offset)
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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ImGuiWindow* window = g.CurrentWindow;
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IM_ASSERT(offset >= -1); // -1 is allowed but not below
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IM_ASSERT(offset >= -1); // -1 is allowed but not below
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g.NavWindow = window;
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g.NavWindow = window;
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g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
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ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
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ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
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NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, ImGuiNavMoveFlags_Tabbing | ImGuiNavMoveFlags_FocusApi, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
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NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, ImGuiNavMoveFlags_Tabbing | ImGuiNavMoveFlags_FocusApi, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
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if (offset == -1)
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if (offset == -1)
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@ -9574,8 +9577,11 @@ void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
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// Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)
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// Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)
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const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
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const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
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if (g.NavWindow != window)
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if (g.NavWindow != window)
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g.NavInitRequest = false;
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{
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g.NavWindow = window;
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g.NavWindow = window;
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g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
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NavUpdateAnyRequestFlag();
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}
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g.NavId = id;
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g.NavId = id;
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g.NavLayer = nav_layer;
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g.NavLayer = nav_layer;
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g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;
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g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;
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@ -9822,8 +9828,13 @@ static void ImGui::NavProcessItem()
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// Update window-relative bounding box of navigated item
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// Update window-relative bounding box of navigated item
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if (g.NavId == id)
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if (g.NavId == id)
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{
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if (g.NavWindow != window)
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{
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{
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g.NavWindow = window; // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window.
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g.NavWindow = window; // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window.
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g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
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NavUpdateAnyRequestFlag();
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}
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g.NavLayer = window->DC.NavLayerCurrent;
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g.NavLayer = window->DC.NavLayerCurrent;
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g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;
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g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;
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g.NavIdIsAlive = true;
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g.NavIdIsAlive = true;
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@ -9901,10 +9912,11 @@ void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavM
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g.NavMoveScrollFlags = scroll_flags;
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g.NavMoveScrollFlags = scroll_flags;
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g.NavMoveForwardToNextFrame = false;
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g.NavMoveForwardToNextFrame = false;
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g.NavMoveKeyMods = g.IO.KeyMods;
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g.NavMoveKeyMods = g.IO.KeyMods;
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g.NavTabbingCounter = 0;
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g.NavMoveResultLocal.Clear();
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g.NavMoveResultLocal.Clear();
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g.NavMoveResultLocalVisible.Clear();
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g.NavMoveResultLocalVisible.Clear();
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g.NavMoveResultOther.Clear();
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g.NavMoveResultOther.Clear();
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g.NavTabbingCounter = 0;
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g.NavTabbingResultFirst.Clear();
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NavUpdateAnyRequestFlag();
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NavUpdateAnyRequestFlag();
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}
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}
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@ -9971,7 +9983,7 @@ void ImGui::NavRestoreLayer(ImGuiNavLayer layer)
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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if (layer == ImGuiNavLayer_Main)
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if (layer == ImGuiNavLayer_Main)
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g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow);
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g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow); // FIXME-NAV: Should clear ongoing nav requests?
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ImGuiWindow* window = g.NavWindow;
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ImGuiWindow* window = g.NavWindow;
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if (window->NavLastIds[layer] != 0)
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if (window->NavLastIds[layer] != 0)
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{
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{
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@ -10451,7 +10463,6 @@ void ImGui::NavUpdateCreateTabbingRequest()
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ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
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ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
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ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down;
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ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down;
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NavMoveRequestSubmit(ImGuiDir_None, clip_dir, ImGuiNavMoveFlags_Tabbing, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
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NavMoveRequestSubmit(ImGuiDir_None, clip_dir, ImGuiNavMoveFlags_Tabbing, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
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g.NavTabbingResultFirst.Clear();
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g.NavTabbingCounter = -1;
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g.NavTabbingCounter = -1;
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}
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}
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2
imgui.h
2
imgui.h
@ -65,7 +65,7 @@ Index of this file:
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// Version
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// Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
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#define IMGUI_VERSION "1.88 WIP"
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#define IMGUI_VERSION "1.88 WIP"
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#define IMGUI_VERSION_NUM 18727
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#define IMGUI_VERSION_NUM 18728
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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#define IMGUI_HAS_TABLE
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#define IMGUI_HAS_TABLE
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