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Fix PushFocusScopeID() + using shared stack. Renamed GetFocusScopeID() to GetFocusedFocusScope() - the two existing functions name are very error prone.
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parent
a3e8dc3f34
commit
12ba6f4606
21
imgui.cpp
21
imgui.cpp
@ -5962,7 +5962,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
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window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext;
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window->DC.NavLayerActiveMaskNext = 0x00;
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window->DC.NavFocusScopeIdCurrent = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->DC.NavFocusScopeIdCurrent : 0; // -V595
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window->DC.NavHideHighlightOneFrame = false;
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window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f);
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@ -6030,12 +6029,12 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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SetCurrentWindow(window);
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}
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window->DC.NavFocusScopeIdCurrent = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->DC.NavFocusScopeIdCurrent : 0; // -V595
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PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
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// Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)
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if (first_begin_of_the_frame)
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window->WriteAccessed = false;
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window->WriteAccessed = false;
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window->BeginCount++;
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g.NextWindowData.ClearFlags();
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@ -6651,14 +6650,11 @@ void ImGui::ActivateItem(ImGuiID id)
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g.NavNextActivateId = id;
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}
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// FIXME: this is storing in same stack as IDStack, so Push/Pop mismatch will be reported there. Maybe play nice and a separate in-context stack.
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void ImGui::PushFocusScope(ImGuiID id)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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ImGuiID top_most_id = window->IDStack.back();
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window->IDStack.push_back(window->DC.NavFocusScopeIdCurrent);
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window->IDStack.push_back(top_most_id);
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g.FocusScopeStack.push_back(window->DC.NavFocusScopeIdCurrent);
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window->DC.NavFocusScopeIdCurrent = id;
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}
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@ -6666,10 +6662,9 @@ void ImGui::PopFocusScope()
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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window->DC.NavFocusScopeIdCurrent = window->IDStack.back();
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window->IDStack.pop_back();
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IM_ASSERT(window->IDStack.Size > 1); // Too many PopID or PopFocusScope (or could be popping in a wrong/different window?)
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window->IDStack.pop_back();
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IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ?
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window->DC.NavFocusScopeIdCurrent = g.FocusScopeStack.back();
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g.FocusScopeStack.pop_back();
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}
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void ImGui::SetKeyboardFocusHere(int offset)
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@ -6768,7 +6763,7 @@ ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed)
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void ImGui::PopID()
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{
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ImGuiWindow* window = GImGui->CurrentWindow;
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IM_ASSERT(window->IDStack.Size > 1); // Too many PopID or PopFocusScope (or could be popping in a wrong/different window?)
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IM_ASSERT(window->IDStack.Size > 1); // Too many PopID(), or could be popping in a wrong/different window?
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window->IDStack.pop_back();
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}
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5
imgui.h
5
imgui.h
@ -291,7 +291,10 @@ namespace ImGui
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// - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
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// - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400).
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// - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.
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// Always call a matching EndChild() for each BeginChild() call, regardless of its return value [as with Begin: this is due to legacy reason and inconsistent with most BeginXXX functions apart from the regular Begin() which behaves like BeginChild().]
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// Always call a matching EndChild() for each BeginChild() call, regardless of its return value.
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// [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,
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// BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function
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// returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
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IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0);
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IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0);
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IMGUI_API void EndChild();
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@ -1207,6 +1207,7 @@ struct ImGuiContext
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ImVector<ImGuiColorMod> ColorModifiers; // Stack for PushStyleColor()/PopStyleColor()
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ImVector<ImGuiStyleMod> StyleModifiers; // Stack for PushStyleVar()/PopStyleVar()
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ImVector<ImFont*> FontStack; // Stack for PushFont()/PopFont()
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ImVector<ImGuiID> FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope()
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ImVector<ImGuiPopupData>OpenPopupStack; // Which popups are open (persistent)
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ImVector<ImGuiPopupData>BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame)
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@ -1910,7 +1911,8 @@ namespace ImGui
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// patterns generally need to react (e.g. clear selection) when landing on an item of the set.
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IMGUI_API void PushFocusScope(ImGuiID id);
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IMGUI_API void PopFocusScope();
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inline ImGuiID GetFocusScopeID() { ImGuiContext& g = *GImGui; return g.NavFocusScopeId; }
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inline ImGuiID GetFocusedFocusScope() { ImGuiContext& g = *GImGui; return g.NavFocusScopeId; } // Focus scope which is actually active
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inline ImGuiID GetFocusScope() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.NavFocusScopeIdCurrent; } // Focus scope we are outputting into, set by PushFocusScope()
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// Inputs
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// FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions.
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