diff --git a/imgui.cpp b/imgui.cpp index 4bb89688..55c99442 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2116,15 +2116,20 @@ bool ImGui::ItemAdd(const ImRect& bb, const ImGuiID* id, const ImRect* nav_bb_ar // We could early out with `if (is_clipped && !g.NavInitDefaultRequest) return false;` but when we wouldn't be able to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick) // A more pragmatic solution for handling last lists is relying on the fact that they are likely evenly spread items (so that clipper can work) and we could nav at higher-level (apply index, etc.) // So eventually we would like to provide the user will the primitives to be able to implement that sort of customized/efficient navigation handling whenever necessary. - if (id != NULL && g.NavWindow == window->RootNavWindow && g.IO.NavUsable) + if (id != NULL && g.IO.NavUsable && g.NavWindow == window->RootNavWindow) { const ImRect& nav_bb = nav_bb_arg ? *nav_bb_arg : bb; const ImRect nav_bb_rel(nav_bb.Min - g.NavWindow->Pos, nav_bb.Max - g.NavWindow->Pos); - if (g.NavInitDefaultRequest && g.NavLayer == window->DC.NavLayerCurrent && (window->DC.ItemFlags & ImGuiItemFlags_AllowNavDefaultFocus)) + if (g.NavInitDefaultRequest && g.NavLayer == window->DC.NavLayerCurrent) { - g.NavInitDefaultRequest = g.NavInitDefaultResultExplicit = false; // Clear flag immediately, first item gets default, also simplify the if() in ItemAdd() - g.NavInitDefaultResultId = *id; - g.NavInitDefaultResultRectRel = nav_bb_rel; + // Even if 'ImGuiItemFlags_AllowNavDefaultFocus' is off (typically collapse/close button) we record the first ResultId so they can be used as fallback + if (window->DC.ItemFlags & ImGuiItemFlags_AllowNavDefaultFocus) + g.NavInitDefaultRequest = g.NavInitDefaultResultExplicit = false; // Found a match, clear request + if (g.NavInitDefaultResultId == 0 || (window->DC.ItemFlags & ImGuiItemFlags_AllowNavDefaultFocus)) + { + g.NavInitDefaultResultId = *id; + g.NavInitDefaultResultRectRel = nav_bb_rel; + } } //const bool DEBUG_NAV = false; // [DEBUG] Enable to test scoring on all items.