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Nav: Fixed using Alt to toggle the Menu layer when inside a Modal window. (#787) Tidying up todo items.
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@ -39,6 +39,7 @@ Other Changes:
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- Window: Fixed using non-zero pivot in SetNextWindowPos() when the window is collapsed. (#3433)
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- Nav: Fixed navigation resuming on first visible item when using gamepad. [@rokups]
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- Nav: Fixed using Alt to toggle the Menu layer when inside a Modal window. (#787)
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- InputText: Added selection helpers in ImGuiInputTextCallbackData().
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- InputText: Added ImGuiInputTextFlags_CallbackEdit to modify internally owned buffer after an edit.
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(note that InputText() already returns true on edit, the callback is useful mainly to manipulate the
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@ -333,20 +333,24 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16 bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8?
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- nav: some features such as PageUp/Down/Home/End should probably work without ImGuiConfigFlags_NavEnableKeyboard? (where do we draw the line?)
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! nav: never clear NavId on some setup (e.g. gamepad centric)
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- nav: code to focus child-window on restoring NavId appears to have issue: e.g. when focus change is implicit because of window closure.
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- nav: configuration flag to disable global shortcuts (currently only CTRL-Tab) ?
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! nav: never clear NavId on some setup (e.g. gamepad centric)
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- nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable.
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- nav: code to focus child-window on restoring NavId appears to have issue: e.g. when focus change is implicit because of window closure.
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- nav: Home/End behavior when navigable item is not fully visible at the edge of scrolling? should be backtrack to keep item into view?
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- nav: NavScrollToBringItemIntoView() with item bigger than view should focus top-right? Repro: using Nav in "About Window"
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- nav: wrap around logic to allow e.g. grid based layout (pressing NavRight on the right-most element would go to the next row, etc.). see internal's NavMoveRequestTryWrapping().
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- nav: patterns to make it possible for arrows key to update selection
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- nav: patterns to make it possible for arrows key to update selection (see JustMovedTo in range_select branch)
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- nav: restore/find nearest NavId when current one disappear (e.g. pressed a button that disappear, or perhaps auto restoring when current button change name)
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- nav: SetItemDefaultFocus() level of priority, so widget like Selectable when inside a popup could claim a low-priority default focus on the first selected iem
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- nav: NavFlattened: ESC on a flattened child should select something.
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- nav: NavFlattened: broken: in typical usage scenario, the items of a fully clipped child are currently not considered to enter into a NavFlattened child.
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- nav: NavFlattened: init request doesn't select items that are part of a NavFlattened child
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- nav: NavFlattened: cannot access menu-bar of a flattened child window with Alt/menu key (not a very common use case..).
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- nav/treenode: Left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?)
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- nav: simulate right-click or context activation? (SHIFT+F10)
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- nav/tabbing: refactor old tabbing system and turn into navigation, should pass through all widgets (in submission order?).
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- nav/popup: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys, default validation button, etc.
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- nav/treenode: left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?)
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- nav/menus: pressing left-right on a vertically clipped menu bar tends to jump to the collapse/close buttons.
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- nav/menus: allow pressing Menu to leave a sub-menu.
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- nav/menus: a way to access the main menu bar with Alt? (currently needs CTRL+TAB) or last focused window menu bar?
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@ -355,11 +359,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- nav/menus: Alt,Up could open the first menu (e.g. "File") currently it tends to nav into the window/collapse menu. Do do that we would need custom transition?
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- nav/windowing: configure fade-in/fade-out delay on Ctrl+Tab?
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- nav/windowing: when CTRL-Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering.
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- nav: simulate right-click or context activation? (SHIFT+F10)
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- nav: tabs should go through most/all widgets (in submission order?).
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- nav: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys.
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- nav: when activating a button that changes label (without a static ID) or disappear, can we somehow automatically recover into a nearest highlight item?
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- nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable.
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- nav/windowing: Resizing window will currently fail with certain types of resizing constraints/callback applied
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- focus: preserve ActiveId/focus stack state, e.g. when opening a menu and close it, previously selected InputText() focus gets restored (#622)
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- focus: SetKeyboardFocusHere() on with >= 0 offset could be done on same frame (else latch and modulate on beginning of next frame)
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- focus: unable to use SetKeyboardFocusHere() on clipped widgets. (#787)
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10
imgui.cpp
10
imgui.cpp
@ -9039,11 +9039,9 @@ static void ImGui::NavUpdateWindowing()
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bool apply_toggle_layer = false;
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ImGuiWindow* modal_window = GetTopMostPopupModal();
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if (modal_window != NULL)
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{
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bool allow_windowing = (modal_window == NULL);
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if (!allow_windowing)
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g.NavWindowingTarget = NULL;
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return;
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}
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// Fade out
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if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)
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@ -9054,8 +9052,8 @@ static void ImGui::NavUpdateWindowing()
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}
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// Start CTRL-TAB or Square+L/R window selection
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bool start_windowing_with_gamepad = !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed);
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bool start_windowing_with_keyboard = !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard);
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bool start_windowing_with_gamepad = allow_windowing && !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed);
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bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard);
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if (start_windowing_with_gamepad || start_windowing_with_keyboard)
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if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
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{
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