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https://github.com/Drezil/imgui.git
synced 2024-11-22 20:07:01 +00:00
Internal: Tabbing/Focus: Tidying up old code, moved some state to context instead of window. Storing new data will allow us to fix the bug mentioned in #2215 (probably in next commit).
This commit is contained in:
parent
9c45072cb0
commit
26328fc9fe
78
imgui.cpp
78
imgui.cpp
@ -2552,10 +2552,6 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name)
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NavLastIds[0] = NavLastIds[1] = 0;
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NavLastIds[0] = NavLastIds[1] = 0;
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NavRectRel[0] = NavRectRel[1] = ImRect();
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NavRectRel[0] = NavRectRel[1] = ImRect();
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NavLastChildNavWindow = NULL;
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NavLastChildNavWindow = NULL;
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FocusIdxAllCounter = FocusIdxTabCounter = -1;
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FocusIdxAllRequestCurrent = FocusIdxTabRequestCurrent = INT_MAX;
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FocusIdxAllRequestNext = FocusIdxTabRequestNext = INT_MAX;
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}
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}
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ImGuiWindow::~ImGuiWindow()
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ImGuiWindow::~ImGuiWindow()
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@ -2901,22 +2897,28 @@ bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id)
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// Increment counters
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// Increment counters
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const bool is_tab_stop = (window->DC.ItemFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0;
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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->DC.FocusCounterAll++;
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if (is_tab_stop)
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if (is_tab_stop)
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window->FocusIdxTabCounter++;
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window->DC.FocusCounterTab++;
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// Process TAB/Shift-TAB to tab *OUT* of the currently focused item.
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// Process 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 (g.ActiveId == id && g.FocusTabPressed && !(g.ActiveIdBlockNavInputFlags & (1 << ImGuiNavInput_KeyTab_)))
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if (g.ActiveId == id && g.FocusTabPressed && !(g.ActiveIdBlockNavInputFlags & (1 << ImGuiNavInput_KeyTab_)) && g.FocusRequestNextWindow == NULL)
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if (window->FocusIdxAllRequestNext == INT_MAX && window->FocusIdxTabRequestNext == INT_MAX)
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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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return true;
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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.FocusRequestNextWindow = window;
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return true;
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g.FocusRequestNextCounterTab = window->DC.FocusCounterTab + (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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}
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// Handle focus requests
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if (g.FocusRequestCurrWindow == window)
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{
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if (window->DC.FocusCounterAll == g.FocusRequestCurrCounterAll)
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return true;
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if (is_tab_stop && window->DC.FocusCounterTab == g.FocusRequestCurrCounterTab)
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{
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g.NavJustTabbedId = id;
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return true;
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}
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}
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}
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return false;
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return false;
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@ -2924,8 +2926,8 @@ bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id)
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void ImGui::FocusableItemUnregister(ImGuiWindow* window)
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void ImGui::FocusableItemUnregister(ImGuiWindow* window)
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{
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{
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window->FocusIdxAllCounter--;
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window->DC.FocusCounterAll--;
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window->FocusIdxTabCounter--;
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window->DC.FocusCounterTab--;
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}
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}
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ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_x, float default_y)
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ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_x, float default_y)
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@ -3515,15 +3517,34 @@ void ImGui::NewFrame()
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UpdateMouseWheel();
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UpdateMouseWheel();
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// Pressing TAB activate widget focus
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// Pressing TAB activate widget focus
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// (This code is old and will be redesigned for Nav. In the meanwhile we use g.NavTabRequest as storage but this doesn't need ImGuiConfigFlags_NavEnableKeyboard to work!)
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g.FocusTabPressed = (g.NavWindow && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab));
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g.FocusTabPressed = (g.NavWindow && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab));
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if (g.ActiveId == 0 && g.FocusTabPressed)
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if (g.ActiveId == 0 && g.FocusTabPressed)
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{
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{
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// Note that SetKeyboardFocusHere() sets the Next fields mid-frame. To be consistent we also
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// manipulate the Next fields even, even though they will be turned into Curr fields by the code below.
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g.FocusRequestNextWindow = g.NavWindow;
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g.FocusRequestNextCounterAll = INT_MAX;
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if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX)
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if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX)
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g.NavWindow->FocusIdxTabRequestNext = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1);
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g.FocusRequestNextCounterTab = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1);
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else
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else
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g.NavWindow->FocusIdxTabRequestNext = g.IO.KeyShift ? -1 : 0;
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g.FocusRequestNextCounterTab = g.IO.KeyShift ? -1 : 0;
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}
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}
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// Turn queued focus request into current one
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g.FocusRequestCurrWindow = NULL;
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g.FocusRequestCurrCounterAll = g.FocusRequestCurrCounterTab = INT_MAX;
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if (g.FocusRequestNextWindow != NULL)
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{
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ImGuiWindow* window = g.FocusRequestNextWindow;
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g.FocusRequestCurrWindow = window;
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if (g.FocusRequestNextCounterAll != INT_MAX && window->DC.FocusCounterAll != -1)
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g.FocusRequestCurrCounterAll = ImModPositive(g.FocusRequestNextCounterAll, window->DC.FocusCounterAll + 1);
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if (g.FocusRequestNextCounterTab != INT_MAX && window->DC.FocusCounterTab != -1)
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g.FocusRequestCurrCounterTab = ImModPositive(g.FocusRequestNextCounterTab, window->DC.FocusCounterTab + 1);
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g.FocusRequestNextWindow = NULL;
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g.FocusRequestNextCounterAll = g.FocusRequestNextCounterTab = INT_MAX;
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}
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g.NavIdTabCounter = INT_MAX;
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g.NavIdTabCounter = INT_MAX;
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// Mark all windows as not visible
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// Mark all windows as not visible
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@ -5170,12 +5191,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)
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// Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)
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window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
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window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
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// Prepare for item focus requests
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window->FocusIdxAllRequestCurrent = (window->FocusIdxAllRequestNext == INT_MAX || window->FocusIdxAllCounter == -1) ? INT_MAX : ImModPositive(window->FocusIdxAllRequestNext, window->FocusIdxAllCounter + 1);
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window->FocusIdxTabRequestCurrent = (window->FocusIdxTabRequestNext == INT_MAX || window->FocusIdxTabCounter == -1) ? INT_MAX : ImModPositive(window->FocusIdxTabRequestNext, window->FocusIdxTabCounter + 1);
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window->FocusIdxAllCounter = window->FocusIdxTabCounter = -1;
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window->FocusIdxAllRequestNext = window->FocusIdxTabRequestNext = INT_MAX;
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// Apply scrolling
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// Apply scrolling
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window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window, true);
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window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window, true);
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window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
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window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
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@ -5350,6 +5365,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->DC.ChildWindows.resize(0);
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window->DC.ChildWindows.resize(0);
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window->DC.LayoutType = ImGuiLayoutType_Vertical;
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window->DC.LayoutType = ImGuiLayoutType_Vertical;
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window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
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window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
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window->DC.FocusCounterAll = window->DC.FocusCounterTab = -1;
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window->DC.ItemFlags = parent_window ? parent_window->DC.ItemFlags : ImGuiItemFlags_Default_;
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window->DC.ItemFlags = parent_window ? parent_window->DC.ItemFlags : ImGuiItemFlags_Default_;
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window->DC.ItemWidth = window->ItemWidthDefault;
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window->DC.ItemWidth = window->ItemWidthDefault;
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window->DC.TextWrapPos = -1.0f; // disabled
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window->DC.TextWrapPos = -1.0f; // disabled
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@ -6462,9 +6478,11 @@ void ImGui::ActivateItem(ImGuiID id)
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void ImGui::SetKeyboardFocusHere(int offset)
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void ImGui::SetKeyboardFocusHere(int offset)
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{
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{
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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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ImGuiWindow* window = GetCurrentWindow();
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ImGuiContext& g = *GImGui;
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window->FocusIdxAllRequestNext = window->FocusIdxAllCounter + 1 + offset;
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ImGuiWindow* window = g.CurrentWindow;
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window->FocusIdxTabRequestNext = INT_MAX;
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g.FocusRequestNextWindow = window;
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g.FocusRequestNextCounterAll = window->DC.FocusCounterAll + 1 + offset;
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g.FocusRequestNextCounterTab = INT_MAX;
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}
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}
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void ImGui::SetItemDefaultFocus()
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void ImGui::SetItemDefaultFocus()
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@ -7373,7 +7391,7 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
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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.NavLayer = window->DC.NavLayerCurrent;
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g.NavLayer = window->DC.NavLayerCurrent;
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g.NavIdIsAlive = true;
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g.NavIdIsAlive = true;
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g.NavIdTabCounter = window->FocusIdxTabCounter;
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g.NavIdTabCounter = window->DC.FocusCounterTab;
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window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel; // Store item bounding box (relative to window position)
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window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel; // Store item bounding box (relative to window position)
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}
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}
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}
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}
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@ -892,7 +892,13 @@ struct ImGuiContext
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ImGuiNavMoveResult NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)
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ImGuiNavMoveResult NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)
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ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)
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ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)
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// Tabbing system (older than Nav, active when Nav is disabled. Probably needs a redesign)
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// Tabbing system (older than Nav, active even if Nav is disabled. FIXME-NAV: This needs a redesign!)
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ImGuiWindow* FocusRequestCurrWindow; //
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ImGuiWindow* FocusRequestNextWindow; //
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int FocusRequestCurrCounterAll; // Any item being requested for focus, stored as an index (we on layout to be stable between the frame pressing TAB and the next frame, semi-ouch)
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int FocusRequestCurrCounterTab; // Tab item being requested for focus, stored as an index
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int FocusRequestNextCounterAll; // Stored for next frame
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int FocusRequestNextCounterTab; // "
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bool FocusTabPressed; //
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bool FocusTabPressed; //
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// Render
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// Render
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@ -1040,6 +1046,10 @@ struct ImGuiContext
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NavMoveRequestFlags = 0;
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NavMoveRequestFlags = 0;
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NavMoveRequestForward = ImGuiNavForward_None;
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NavMoveRequestForward = ImGuiNavForward_None;
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NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None;
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NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None;
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FocusRequestCurrWindow = FocusRequestNextWindow = NULL;
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FocusRequestCurrCounterAll = FocusRequestCurrCounterTab = INT_MAX;
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FocusRequestNextCounterAll = FocusRequestNextCounterTab = INT_MAX;
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FocusTabPressed = false;
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FocusTabPressed = false;
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DimBgRatio = 0.0f;
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DimBgRatio = 0.0f;
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@ -1127,6 +1137,8 @@ struct IMGUI_API ImGuiWindowTempData
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ImGuiStorage* StateStorage;
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ImGuiStorage* StateStorage;
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ImGuiLayoutType LayoutType;
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ImGuiLayoutType LayoutType;
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ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin()
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ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin()
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int FocusCounterAll; // Counter for focus/tabbing system. Start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign)
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int FocusCounterTab; // (same, but only count widgets which you can Tab through)
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// We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
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// We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
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ImGuiItemFlags ItemFlags; // == ItemFlagsStack.back() [empty == ImGuiItemFlags_Default]
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ImGuiItemFlags ItemFlags; // == ItemFlagsStack.back() [empty == ImGuiItemFlags_Default]
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@ -1162,8 +1174,10 @@ struct IMGUI_API ImGuiWindowTempData
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MenuBarOffset = ImVec2(0.0f, 0.0f);
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MenuBarOffset = ImVec2(0.0f, 0.0f);
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StateStorage = NULL;
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StateStorage = NULL;
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LayoutType = ParentLayoutType = ImGuiLayoutType_Vertical;
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LayoutType = ParentLayoutType = ImGuiLayoutType_Vertical;
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ItemWidth = 0.0f;
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FocusCounterAll = FocusCounterTab = -1;
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ItemFlags = ImGuiItemFlags_Default_;
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ItemFlags = ImGuiItemFlags_Default_;
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ItemWidth = 0.0f;
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TextWrapPos = -1.0f;
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TextWrapPos = -1.0f;
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memset(StackSizesBackup, 0, sizeof(StackSizesBackup));
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memset(StackSizesBackup, 0, sizeof(StackSizesBackup));
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@ -1248,15 +1262,6 @@ struct IMGUI_API ImGuiWindow
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ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1)
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ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1)
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ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space
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ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space
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// Navigation / Focus
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// FIXME-NAV: Merge all this with the new Nav system, at least the request variables should be moved to ImGuiContext
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int FocusIdxAllCounter; // Start at -1 and increase as assigned via FocusItemRegister()
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int FocusIdxTabCounter; // (same, but only count widgets which you can Tab through)
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int FocusIdxAllRequestCurrent; // Item being requested for focus
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int FocusIdxTabRequestCurrent; // Tab-able item being requested for focus
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int FocusIdxAllRequestNext; // Item being requested for focus, for next update (relies on layout to be stable between the frame pressing TAB and the next frame)
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int FocusIdxTabRequestNext; // "
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public:
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public:
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ImGuiWindow(ImGuiContext* context, const char* name);
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ImGuiWindow(ImGuiContext* context, const char* name);
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~ImGuiWindow();
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~ImGuiWindow();
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@ -3275,7 +3275,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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state = &g.InputTextState;
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state = &g.InputTextState;
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const bool focus_requested = FocusableItemRegister(window, id);
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const bool focus_requested = FocusableItemRegister(window, id);
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const bool focus_requested_by_code = focus_requested && (window->FocusIdxAllCounter == window->FocusIdxAllRequestCurrent);
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const bool focus_requested_by_code = focus_requested && (g.FocusRequestCurrWindow == window && g.FocusRequestCurrCounterAll == window->DC.FocusCounterAll);
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const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code;
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const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code;
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const bool user_clicked = hovered && io.MouseClicked[0];
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const bool user_clicked = hovered && io.MouseClicked[0];
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