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Nav: SetItemDefaultFocus() doesn't make the navigation cursorr highlight visible. Renamed NavInitResultExplicit to NavInitRequestFromMove. (#787)
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1
TODO.txt
1
TODO.txt
@ -231,6 +231,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- font: (api breaking) removed "TTF" from symbol names. also because it now supports OTF.
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- nav: integrate navigation branch into master. (#787)
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- nav: allow input system to be be more tolerant of io.DeltaTime=0.0f
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- nav: Left within a tree node block as a fallback.
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- nav: Esc on a flattened child
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- nav: menus: allow pressing Menu to leave a sub-menu.
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11
imgui.cpp
11
imgui.cpp
@ -2656,8 +2656,8 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
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{
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SetNavID(0, g.NavLayer);
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g.NavInitRequest = true;
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g.NavInitRequestFromMove = false;
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g.NavInitResultId = 0;
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g.NavInitResultExplicit = false;
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g.NavInitResultRectRel = ImRect();
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NavUpdateAnyRequestFlag();
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}
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@ -2929,18 +2929,18 @@ static void ImGui::NavUpdate()
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#endif
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// Process navigation init request (select first/default focus)
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if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitResultExplicit))
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if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove))
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{
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// Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
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IM_ASSERT(g.NavWindow);
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if (g.NavInitResultExplicit)
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if (g.NavInitRequestFromMove)
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SetNavIDAndMoveMouse(g.NavInitResultId, g.NavLayer, g.NavInitResultRectRel);
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else
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SetNavID(g.NavInitResultId, g.NavLayer);
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g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel;
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}
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g.NavInitRequest = false;
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g.NavInitResultExplicit = false;
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g.NavInitRequestFromMove = false;
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g.NavInitResultId = 0;
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g.NavJustMovedToId = 0;
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@ -3098,7 +3098,7 @@ static void ImGui::NavUpdate()
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// If we initiate a movement request and have no current NavId, we initiate a InitDefautRequest that will be used as a fallback if the direction fails to find a match
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if (g.NavMoveRequest && g.NavId == 0)
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{
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g.NavInitRequest = g.NavInitResultExplicit = true;
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g.NavInitRequest = g.NavInitRequestFromMove = true;
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g.NavInitResultId = 0;
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g.NavDisableHighlight = false;
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}
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@ -7147,7 +7147,6 @@ void ImGui::SetItemDefaultFocus()
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if (g.NavWindow == window->NavRootWindow && (g.NavInitRequest || g.NavInitResultId != 0) && g.NavLayer == g.NavWindow->DC.NavLayerCurrent)
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{
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g.NavInitRequest = false;
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g.NavInitResultExplicit = true;
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g.NavInitResultId = g.NavWindow->DC.LastItemId;
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g.NavInitResultRectRel = ImRect(g.NavWindow->DC.LastItemRect.Min - g.NavWindow->Pos, g.NavWindow->DC.LastItemRect.Max - g.NavWindow->Pos);
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NavUpdateAnyRequestFlag();
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@ -630,9 +630,9 @@ struct ImGuiContext
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bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again.
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bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest
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bool NavInitRequest; // Init request for appearing window to select first item
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bool NavInitRequestFromMove;
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ImGuiID NavInitResultId;
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ImRect NavInitResultRectRel;
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bool NavInitResultExplicit; // Whether the result was explicitly requested with SetItemDefaultFocus()
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bool NavMoveFromClampedRefRect; // Set by manual scrolling, if we scroll to a point where NavId isn't visible we reset navigation from visible items
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bool NavMoveRequest; // Move request for this frame
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ImGuiNavForward NavMoveRequestForward; // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu)
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@ -747,8 +747,8 @@ struct ImGuiContext
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NavDisableMouseHover = false;
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NavAnyRequest = false;
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NavInitRequest = false;
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NavInitRequestFromMove = false;
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NavInitResultId = 0;
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NavInitResultExplicit = false;
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NavMoveFromClampedRefRect = false;
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NavMoveRequest = false;
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NavMoveRequestForward = ImGuiNavForward_None;
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