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Comments + internal using Tab Stop terminology (ImGuiItemFlags_NoTabStop instead of !ImGuiItemFlags_AllowKeyboardFocus)
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parent
3fcc178c23
commit
1efafa1d29
11
imgui.cpp
11
imgui.cpp
@ -2692,19 +2692,19 @@ bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id, bool tab_stop
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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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const bool allow_keyboard_focus = (window->DC.ItemFlags & (ImGuiItemFlags_AllowKeyboardFocus | ImGuiItemFlags_Disabled)) == ImGuiItemFlags_AllowKeyboardFocus;
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const bool is_tab_stop = (window->DC.ItemFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0;
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window->FocusIdxAllCounter++;
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window->FocusIdxAllCounter++;
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if (allow_keyboard_focus)
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if (is_tab_stop)
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window->FocusIdxTabCounter++;
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window->FocusIdxTabCounter++;
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// Process keyboard input at this point: TAB/Shift-TAB to tab out of the currently focused item.
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// Process keyboard input at this point: TAB/Shift-TAB to tab out of the currently focused item.
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// Note that we can always TAB out of a widget that doesn't allow tabbing in.
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// Note that we can always TAB out of a widget that doesn't allow tabbing in.
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if (tab_stop && (g.ActiveId == id) && window->FocusIdxAllRequestNext == INT_MAX && window->FocusIdxTabRequestNext == INT_MAX && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab))
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if (tab_stop && (g.ActiveId == id) && window->FocusIdxAllRequestNext == INT_MAX && window->FocusIdxTabRequestNext == INT_MAX && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab))
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window->FocusIdxTabRequestNext = window->FocusIdxTabCounter + (g.IO.KeyShift ? (allow_keyboard_focus ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items.
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window->FocusIdxTabRequestNext = window->FocusIdxTabCounter + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items.
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if (window->FocusIdxAllCounter == window->FocusIdxAllRequestCurrent)
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if (window->FocusIdxAllCounter == window->FocusIdxAllRequestCurrent)
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return true;
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return true;
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if (allow_keyboard_focus && window->FocusIdxTabCounter == window->FocusIdxTabRequestCurrent)
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if (is_tab_stop && window->FocusIdxTabCounter == window->FocusIdxTabRequestCurrent)
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{
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{
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g.NavJustTabbedId = id;
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g.NavJustTabbedId = id;
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return true;
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return true;
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@ -5333,9 +5333,10 @@ void ImGui::PopItemFlag()
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window->DC.ItemFlags = window->DC.ItemFlagsStack.empty() ? ImGuiItemFlags_Default_ : window->DC.ItemFlagsStack.back();
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window->DC.ItemFlags = window->DC.ItemFlagsStack.empty() ? ImGuiItemFlags_Default_ : window->DC.ItemFlagsStack.back();
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}
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}
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// FIXME: Look into renaming this once we have settled the new Focus/Activation/TabStop system.
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void ImGui::PushAllowKeyboardFocus(bool allow_keyboard_focus)
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void ImGui::PushAllowKeyboardFocus(bool allow_keyboard_focus)
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{
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{
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PushItemFlag(ImGuiItemFlags_AllowKeyboardFocus, allow_keyboard_focus);
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PushItemFlag(ImGuiItemFlags_NoTabStop, !allow_keyboard_focus);
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}
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}
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void ImGui::PopAllowKeyboardFocus()
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void ImGui::PopAllowKeyboardFocus()
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8
imgui.h
8
imgui.h
@ -526,7 +526,7 @@ namespace ImGui
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IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window.
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IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window.
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IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.
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IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.
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// Utilities
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// Item/Widgets Utilities
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// See Demo Window under "Widgets->Querying Status" for an interactive visualization of many of those functions.
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// See Demo Window under "Widgets->Querying Status" for an interactive visualization of many of those functions.
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IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.
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IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.
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IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false)
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IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false)
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@ -543,6 +543,8 @@ namespace ImGui
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IMGUI_API ImVec2 GetItemRectMax(); // "
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IMGUI_API ImVec2 GetItemRectMax(); // "
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IMGUI_API ImVec2 GetItemRectSize(); // get size of last item, in screen space
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IMGUI_API ImVec2 GetItemRectSize(); // get size of last item, in screen space
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IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.
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IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.
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// Miscellaneous Utilities
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IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
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IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
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IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
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IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
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IMGUI_API double GetTime();
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IMGUI_API double GetTime();
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@ -554,16 +556,16 @@ namespace ImGui
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IMGUI_API ImGuiStorage* GetStateStorage();
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IMGUI_API ImGuiStorage* GetStateStorage();
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IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
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IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
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IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can.
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IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can.
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IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame
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IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame
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IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)
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IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)
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// Color Utilities
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IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
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IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
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IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
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IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
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IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
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IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
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IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
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IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
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// Inputs
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// Inputs Utilities
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IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
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IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
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IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]!
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IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]!
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IMGUI_API bool IsKeyPressed(int user_key_index, bool repeat = true); // was key pressed (went from !Down to Down). if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
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IMGUI_API bool IsKeyPressed(int user_key_index, bool repeat = true); // was key pressed (went from !Down to Down). if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
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@ -898,13 +898,13 @@ struct ImGuiContext
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// This is going to be exposed in imgui.h when stabilized enough.
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// This is going to be exposed in imgui.h when stabilized enough.
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enum ImGuiItemFlags_
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enum ImGuiItemFlags_
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{
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{
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ImGuiItemFlags_AllowKeyboardFocus = 1 << 0, // true
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ImGuiItemFlags_NoTabStop = 1 << 0, // false
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ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings.
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ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings.
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ImGuiItemFlags_Disabled = 1 << 2, // false // [BETA] Disable interactions but doesn't affect visuals yet. See github.com/ocornut/imgui/issues/211
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ImGuiItemFlags_Disabled = 1 << 2, // false // [BETA] Disable interactions but doesn't affect visuals yet. See github.com/ocornut/imgui/issues/211
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ImGuiItemFlags_NoNav = 1 << 3, // false
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ImGuiItemFlags_NoNav = 1 << 3, // false
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ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false
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ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false
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ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window
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ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window
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ImGuiItemFlags_Default_ = ImGuiItemFlags_AllowKeyboardFocus
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ImGuiItemFlags_Default_ = 0
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};
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};
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// Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow.
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// Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow.
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