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Nav, Focus: Changed SetKeyboardFocusHere() to not behave if a drag or window moving is in progress + move KeepAliveID() call from Scrollbar() to ScrollbarEx()
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@ -84,6 +84,7 @@ Other Changes:
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- Nav: Fixed nav movement in a scope with only one disabled item from focusing the disabled item. (#5189)
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- Nav: Fixed nav movement in a scope with only one disabled item from focusing the disabled item. (#5189)
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- Nav: Fixed issues with nav request being transferred to another window when calling SetKeyboardFocusHere()
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- Nav: Fixed issues with nav request being transferred to another window when calling SetKeyboardFocusHere()
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and simultaneous changing window focus. (#4449)
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and simultaneous changing window focus. (#4449)
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- Nav: Changed SetKeyboardFocusHere() to not behave if a drag or window moving is in progress.
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- IsItemHovered(): added ImGuiHoveredFlags_NoNavOverride to disable the behavior where the
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- IsItemHovered(): added ImGuiHoveredFlags_NoNavOverride to disable the behavior where the
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return value is overriden by focus when gamepad/keyboard navigation is active.
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return value is overriden by focus when gamepad/keyboard navigation is active.
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- InputText: Fixed pressing Tab emitting two tabs characters because of dual Keys/Chars events being
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- InputText: Fixed pressing Tab emitting two tabs characters because of dual Keys/Chars events being
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11
imgui.cpp
11
imgui.cpp
@ -7386,6 +7386,17 @@ void ImGui::SetKeyboardFocusHere(int offset)
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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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IMGUI_DEBUG_LOG_ACTIVEID("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name);
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IMGUI_DEBUG_LOG_ACTIVEID("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name);
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// It makes sense in the vast majority of cases to never interrupt a drag and drop.
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// When we refactor this function into ActivateItem() we may want to make this an option.
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// Note that g.ActiveId being stolen while g.MovingWindow != NULL is currently ill-defined (subtle side-effects on master, assert in docking),
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// so there's another layer we need to fix. Would make sense to automatically drop g.MovingWindow when g.ActiveId is changed.
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// MovingWindow is protected from most user inputs using SetActiveIdUsingNavAndKeys() but we may need to enforce a better more encompassing scheme.
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if (g.DragDropActive || g.MovingWindow != NULL)
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{
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IMGUI_DEBUG_LOG_ACTIVEID("SetKeyboardFocusHere() ignored while DragDropActive!\n");
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return;
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}
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SetNavWindow(window);
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SetNavWindow(window);
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ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
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ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
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@ -880,9 +880,7 @@ void ImGui::Scrollbar(ImGuiAxis axis)
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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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ImGuiWindow* window = g.CurrentWindow;
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ImGuiWindow* window = g.CurrentWindow;
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const ImGuiID id = GetWindowScrollbarID(window, axis);
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const ImGuiID id = GetWindowScrollbarID(window, axis);
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KeepAliveID(id);
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// Calculate scrollbar bounding box
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// Calculate scrollbar bounding box
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ImRect bb = GetWindowScrollbarRect(window, axis);
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ImRect bb = GetWindowScrollbarRect(window, axis);
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@ -920,6 +918,8 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6
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if (window->SkipItems)
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if (window->SkipItems)
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return false;
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return false;
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KeepAliveID(id);
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const float bb_frame_width = bb_frame.GetWidth();
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const float bb_frame_width = bb_frame.GetWidth();
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const float bb_frame_height = bb_frame.GetHeight();
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const float bb_frame_height = bb_frame.GetHeight();
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if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f)
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if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f)
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