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Nav: tabbing happen within FocusScope. ImGuiWindowFlags_NavFlattened make window inherit focus scope from parent.
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@ -6420,7 +6420,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Add to focus scope stack
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// We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow()
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PushFocusScope(window->ID);
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if ((flags & ImGuiWindowFlags_NavFlattened) == 0)
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PushFocusScope(window->ID);
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window->NavRootFocusScopeId = g.CurrentFocusScopeId;
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g.CurrentWindow = NULL;
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@ -7061,7 +7062,8 @@ void ImGui::End()
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if (window->DC.CurrentColumns)
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EndColumns();
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PopClipRect(); // Inner window clip rectangle
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PopFocusScope();
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if ((window->Flags & ImGuiWindowFlags_NavFlattened) == 0)
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PopFocusScope();
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// Stop logging
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if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging
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@ -9679,6 +9681,7 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu
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// If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.
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if (!(g.LastItemData.InFlags & ImGuiItemFlags_NoNav))
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{
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// FIMXE-NAV: investigate changing the window tests into a simple 'if (g.NavFocusScopeId == g.CurrentFocusScopeId)' test.
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window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent);
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if (g.NavId == id || g.NavAnyRequest)
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if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
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@ -11310,6 +11313,8 @@ void ImGui::NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flag
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if ((move_flags & ImGuiNavMoveFlags_FocusApi) == 0)
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if (g.NavLayer != g.CurrentWindow->DC.NavLayerCurrent)
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return;
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if (g.NavFocusScopeId != g.CurrentFocusScopeId)
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return;
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// - Can always land on an item when using API call.
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// - Tabbing with _NavEnableKeyboard (space/enter/arrows): goes through every item.
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2
imgui.h
2
imgui.h
@ -1009,7 +1009,7 @@ enum ImGuiWindowFlags_
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ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
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// [Internal]
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ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] On child window: allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows.
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ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] On child window: share focus scope, allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows.
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ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
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ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
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ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
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