Internals: Added FocusItem(). Made activation explicit/opt-in via ImGuiNavMoveFlags_Activate. Rename ActivateItem() to ActivateItemByID().

This commit is contained in:
ocornut 2023-06-01 15:17:37 +02:00
parent 61ebb37843
commit 31f11cf304
2 changed files with 48 additions and 22 deletions

View File

@ -7530,13 +7530,6 @@ void ImGui::SetWindowFontScale(float scale)
g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
}
void ImGui::ActivateItem(ImGuiID id)
{
ImGuiContext& g = *GImGui;
g.NavNextActivateId = id;
g.NavNextActivateFlags = ImGuiActivateFlags_None;
}
void ImGui::PushFocusScope(ImGuiID id)
{
ImGuiContext& g = *GImGui;
@ -7552,13 +7545,40 @@ void ImGui::PopFocusScope()
g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back() : 0;
}
// Focus = move navigation cursor, set scrolling, set focus window.
void ImGui::FocusItem()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
IMGUI_DEBUG_LOG_FOCUS("FocusItem(0x%08x) in window \"%s\"\n", g.LastItemData.ID, window->Name);
if (g.DragDropActive || g.MovingWindow != NULL) // FIXME: Opt-in flags for this?
{
IMGUI_DEBUG_LOG_FOCUS("FocusItem() ignored while DragDropActive!\n");
return;
}
ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_Tabbing | ImGuiNavMoveFlags_FocusApi; // No activation/selection
ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
SetNavWindow(window);
NavMoveRequestSubmit(ImGuiDir_None, ImGuiDir_Up, move_flags, scroll_flags);
NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);
}
void ImGui::ActivateItemByID(ImGuiID id)
{
ImGuiContext& g = *GImGui;
g.NavNextActivateId = id;
g.NavNextActivateFlags = ImGuiActivateFlags_None;
}
// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system!
// But ActivateItem() should function without altering scroll/focus?
void ImGui::SetKeyboardFocusHere(int offset)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
IM_ASSERT(offset >= -1); // -1 is allowed but not below
IMGUI_DEBUG_LOG_ACTIVEID("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name);
IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name);
// It makes sense in the vast majority of cases to never interrupt a drag and drop.
// When we refactor this function into ActivateItem() we may want to make this an option.
@ -7566,14 +7586,15 @@ void ImGui::SetKeyboardFocusHere(int offset)
// is also automatically dropped in the event g.ActiveId is stolen.
if (g.DragDropActive || g.MovingWindow != NULL)
{
IMGUI_DEBUG_LOG_ACTIVEID("SetKeyboardFocusHere() ignored while DragDropActive!\n");
IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere() ignored while DragDropActive!\n");
return;
}
SetNavWindow(window);
ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_Tabbing | ImGuiNavMoveFlags_Activate | ImGuiNavMoveFlags_FocusApi;
ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, ImGuiNavMoveFlags_Tabbing | ImGuiNavMoveFlags_FocusApi, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
if (offset == -1)
{
NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);
@ -11555,9 +11576,10 @@ void ImGui::NavUpdateCreateTabbingRequest()
g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavDisableHighlight == true && g.ActiveId == 0) ? 0 : +1;
else
g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1;
ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_Tabbing | ImGuiNavMoveFlags_Activate;
ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down;
NavMoveRequestSubmit(ImGuiDir_None, clip_dir, ImGuiNavMoveFlags_Tabbing, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
NavMoveRequestSubmit(ImGuiDir_None, clip_dir, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
g.NavTabbingCounter = -1;
}
@ -11623,7 +11645,7 @@ void ImGui::NavMoveRequestApplyResult()
}
if (g.ActiveId != result->ID)
ClearActiveID();
if (g.NavId != result->ID)
if (g.NavId != result->ID && (g.NavMoveFlags & ImGuiNavMoveFlags_Activate) != 0)
{
// Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)
g.NavJustMovedToId = result->ID;
@ -11644,19 +11666,18 @@ void ImGui::NavMoveRequestApplyResult()
g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer] = preferred_scoring_pos_rel;
}
// Tabbing: Activates Inputable or Focus non-Inputable
if ((g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && (result->InFlags & ImGuiItemFlags_Inputable))
{
g.NavNextActivateId = result->ID;
g.NavNextActivateFlags = ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState;
g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight;
}
// Tabbing: Activates Inputable, otherwise only Focus
if ((g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && (result->InFlags & ImGuiItemFlags_Inputable) == 0)
g.NavMoveFlags &= ~ImGuiNavMoveFlags_Activate;
// Activate
if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate)
{
g.NavNextActivateId = result->ID;
g.NavNextActivateFlags = ImGuiActivateFlags_None;
g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight;
if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing)
g.NavNextActivateFlags |= ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState;
}
// Enable nav highlight

View File

@ -1479,9 +1479,9 @@ enum ImGuiNavMoveFlags_
ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword, probably unnecessary
ImGuiNavMoveFlags_Forwarded = 1 << 7,
ImGuiNavMoveFlags_DebugNoResult = 1 << 8, // Dummy scoring for debug purpose, don't apply result
ImGuiNavMoveFlags_FocusApi = 1 << 9,
ImGuiNavMoveFlags_FocusApi = 1 << 9, // Requests from focus API can land/focus/activate items even if they are marked with _NoTabStop (see NavProcessItemForTabbingRequest() for details)
ImGuiNavMoveFlags_Tabbing = 1 << 10, // == Focus + Activate if item is Inputable + DontChangeNavHighlight
ImGuiNavMoveFlags_Activate = 1 << 11,
ImGuiNavMoveFlags_Activate = 1 << 11, // Activate/select target item.
ImGuiNavMoveFlags_DontSetNavHighlight = 1 << 12, // Do not alter the visible state of keyboard vs mouse nav highlight
};
@ -2912,10 +2912,15 @@ namespace ImGui
IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);
IMGUI_API void NavClearPreferredPosForAxis(ImGuiAxis axis);
IMGUI_API void NavUpdateCurrentWindowIsScrollPushableX();
IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again.
IMGUI_API void SetNavWindow(ImGuiWindow* window);
IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel);
// Focus/Activation
// This should be part of a larger set of API: FocusItem(offset = -1), FocusItemByID(id), ActivateItem(offset = -1), ActivateItemByID(id) etc. which are
// much harder to design and implement than expected. I have a couple of private branches on this matter but it's not simple. For now implementing the easy ones.
IMGUI_API void FocusItem(); // Focus last item (no selection/activation).
IMGUI_API void ActivateItemByID(ImGuiID id); // Activate an item by ID (button, checkbox, tree node etc.). Activation is queued and processed on the next frame when the item is encountered again.
// Inputs
// FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions.
inline bool IsNamedKey(ImGuiKey key) { return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END; }