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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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@ -61,6 +61,7 @@ Other Changes:
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- InputScalar: Fixed manual input when using %03d style width in display format string. (#5165, #3133)
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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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- Nav: Fixed nav movement in a scope with only one disabled item from focusing the disabled item. (#5189)
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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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- InputText: Fixed pressing Tab emitting two tabs characters because of dual Keys/Chars events being
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@ -9724,10 +9724,10 @@ static void ImGui::NavProcessItem()
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const ImGuiItemFlags item_flags = g.LastItemData.InFlags;
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// Process Init Request
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if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent)
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if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0)
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{
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// Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
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const bool candidate_for_nav_default_focus = (item_flags & (ImGuiItemFlags_NoNavDefaultFocus | ImGuiItemFlags_Disabled)) == 0;
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const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0;
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if (candidate_for_nav_default_focus || g.NavInitResultId == 0)
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{
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g.NavInitResultId = id;
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