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Nav: Made hovering non-MenuItem Selectable not re-assign the source item for keyboard navigation.
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@ -35,9 +35,13 @@ HOW TO UPDATE?
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Other Changes:
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- Scrolling, Nav: Fixed programmatic scroll leading to a slightly incorrect scroll offset when
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- Nav, Scrolling: Fixed programmatic scroll leading to a slightly incorrect scroll offset when
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the window has decorations or a menu-bar (broken in 1.71). This was mostly noticeable when
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a keyboard/gamepad movement led to scrolling the view, or using e.g. SetScrollHereY() function.
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- Nav: Made hovering non-MenuItem Selectable not re-assign the source item for keyboard navigation.
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- Nav: Fixed an issue with NavFlattened window flag (beta) where widgets not entirely fitting
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in child window (often selectables because of their protruding sides) would be not considered
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as entry points to to navigate toward the child window. (#787)
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-----------------------------------------------------------------------
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@ -362,7 +362,8 @@ enum ImGuiSelectableFlagsPrivate_
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ImGuiSelectableFlags_PressedOnRelease = 1 << 22,
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ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 23, // FIXME: We may be able to remove this (added in 6251d379 for menus)
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ImGuiSelectableFlags_AllowItemOverlap = 1 << 24,
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ImGuiSelectableFlags_DrawHoveredWhenHeld= 1 << 25 // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow.
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ImGuiSelectableFlags_DrawHoveredWhenHeld= 1 << 25, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow.
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ImGuiSelectableFlags_SetNavIdOnHover = 1 << 26
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};
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// Extend ImGuiTreeNodeFlags_
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@ -5472,13 +5472,16 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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const bool was_selected = selected;
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bool hovered, held;
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bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
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// Hovering selectable with mouse updates NavId accordingly so navigation can be resumed with gamepad/keyboard (this doesn't happen on most widgets)
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if (pressed || hovered)
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// Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with gamepad/keyboard
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if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover)))
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{
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if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent)
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{
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g.NavDisableHighlight = true;
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SetNavID(id, window->DC.NavLayerCurrent);
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}
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}
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if (pressed)
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MarkItemEdited(id);
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@ -6178,7 +6181,9 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, boo
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ImVec2 pos = window->DC.CursorPos;
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ImVec2 label_size = CalcTextSize(label, NULL, true);
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ImGuiSelectableFlags flags = ImGuiSelectableFlags_PressedOnRelease | (enabled ? 0 : ImGuiSelectableFlags_Disabled);
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// We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73),
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// but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only.
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ImGuiSelectableFlags flags = ImGuiSelectableFlags_PressedOnRelease | ImGuiSelectableFlags_SetNavIdOnHover | (enabled ? 0 : ImGuiSelectableFlags_Disabled);
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bool pressed;
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if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
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{
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