Internals: rework FocusScope system, current scope doesn't need to be in window + child doesn't inherit.

Intended as part of work for input routing + blind menu processing shortcuts. Some of this commit will be stripped by next commit.
Intent was to sort windows along with focus scope to build a hierarchy, but for our needs we'd need a persistant one, so scrapping the idea. Not squashing this with next commit to keep a bit of history for future references.
This commit is contained in:
ocornut 2022-10-19 20:54:19 +02:00
parent 1eac0024c0
commit 9f66a3a9ed
4 changed files with 68 additions and 40 deletions

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@ -6319,10 +6319,23 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window_stack_data.ParentLastItemDataBackup = g.LastItemData;
window_stack_data.StackSizesOnBegin.SetToCurrentState();
g.CurrentWindowStack.push_back(window_stack_data);
g.CurrentWindow = NULL;
if (flags & ImGuiWindowFlags_ChildMenu)
g.BeginMenuCount++;
// Update ->RootWindow and others pointers (before any possible call to FocusWindow)
if (first_begin_of_the_frame)
{
UpdateWindowParentAndRootLinks(window, flags, parent_window);
window->ParentWindowInBeginStack = parent_window_in_stack;
}
// Add to focus scope stack - inherited by default by child windows from parent, reset by regular window
//if (window == window->RootWindow && (window->Flags & ImGuiWindowFlags_ChildMenu) == 0)
PushFocusScope(window->ID);
window->NavRootFocusScopeId = g.CurrentFocusScopeId;
g.CurrentWindow = NULL;
// Add to popup stack
if (flags & ImGuiWindowFlags_Popup)
{
ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
@ -6332,13 +6345,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->PopupId = popup_ref.PopupId;
}
// Update ->RootWindow and others pointers (before any possible call to FocusWindow)
if (first_begin_of_the_frame)
{
UpdateWindowParentAndRootLinks(window, flags, parent_window);
window->ParentWindowInBeginStack = parent_window_in_stack;
}
// Process SetNextWindow***() calls
// (FIXME: Consider splitting the HasXXX flags into X/Y components
bool window_pos_set_by_api = false;
@ -6859,9 +6865,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
SetCurrentWindow(window);
}
// Pull/inherit current state
window->DC.NavFocusScopeIdCurrent = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->DC.NavFocusScopeIdCurrent : window->GetID("#FOCUSSCOPE"); // Inherit from parent only // -V595
PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
// Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)
@ -6939,6 +6942,8 @@ void ImGui::End()
if (window->DC.CurrentColumns)
EndColumns();
PopClipRect(); // Inner window clip rectangle
//if (window == window->RootWindow && (window->Flags & ImGuiWindowFlags_ChildMenu) == 0)
PopFocusScope();
// Stop logging
if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging
@ -7048,7 +7053,7 @@ void ImGui::FocusWindow(ImGuiWindow* window)
g.NavMousePosDirty = true;
g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
g.NavLayer = ImGuiNavLayer_Main;
g.NavFocusScopeId = 0;
g.NavFocusScopeId = window ? window->NavRootFocusScopeId : 0;
g.NavIdIsAlive = false;
// Close popups if any
@ -7619,18 +7624,24 @@ void ImGui::ActivateItem(ImGuiID id)
void ImGui::PushFocusScope(ImGuiID id)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
g.FocusScopeStack.push_back(window->DC.NavFocusScopeIdCurrent);
window->DC.NavFocusScopeIdCurrent = id;
if (g.FocusScopeStackLocked > 0)
return;
ImGuiFocusScope scope;
scope.FocusScopeId = id;
scope.Window = g.CurrentWindow;
g.FocusScopeStack.push_back(scope);
g.CurrentFocusScopeId = scope.FocusScopeId;
}
void ImGui::PopFocusScope()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (g.FocusScopeStackLocked > 0)
return;
IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ?
window->DC.NavFocusScopeIdCurrent = g.FocusScopeStack.back();
IM_ASSERT(g.FocusScopeStack.back().Window == g.CurrentWindow); // Mismatched pop location?
g.FocusScopeStack.pop_back();
g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back().FocusScopeId : 0;
}
// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system!
@ -8509,7 +8520,7 @@ void ImGui::ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, vo
if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name);
PopStyleVar();
}
while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack) //-V1044
while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack + 1) //-V1044
{
if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name);
PopFocusScope();
@ -9953,12 +9964,12 @@ void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
if (g.NavWindow != window)
SetNavWindow(window);
// Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and window->DC.NavFocusScopeIdCurrent are valid.
// Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and g.CurrentFocusScopeId are valid.
// Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)
const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
g.NavId = id;
g.NavLayer = nav_layer;
g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;
g.NavFocusScopeId = g.CurrentFocusScopeId;
window->NavLastIds[nav_layer] = id;
if (g.LastItemData.ID == id)
window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect);
@ -10139,7 +10150,7 @@ static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result)
ImGuiWindow* window = g.CurrentWindow;
result->Window = window;
result->ID = g.LastItemData.ID;
result->FocusScopeId = window->DC.NavFocusScopeIdCurrent;
result->FocusScopeId = g.CurrentFocusScopeId;
result->InFlags = g.LastItemData.InFlags;
result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect);
}
@ -10206,7 +10217,7 @@ static void ImGui::NavProcessItem()
if (g.NavWindow != window)
SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window.
g.NavLayer = window->DC.NavLayerCurrent;
g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;
g.NavFocusScopeId = g.CurrentFocusScopeId;
g.NavIdIsAlive = true;
window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb); // Store item bounding box (relative to window position)
}
@ -10394,7 +10405,8 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
if (window->Flags & ImGuiWindowFlags_NoNavInputs)
{
g.NavId = g.NavFocusScopeId = 0;
g.NavId = 0;
g.NavFocusScopeId = window->NavRootFocusScopeId;
return;
}
@ -10404,7 +10416,7 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer);
if (init_for_nav)
{
SetNavID(0, g.NavLayer, 0, ImRect());
SetNavID(0, g.NavLayer, window->NavRootFocusScopeId, ImRect());
g.NavInitRequest = true;
g.NavInitRequestFromMove = false;
g.NavInitResultId = 0;
@ -10414,7 +10426,7 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
else
{
g.NavId = window->NavLastIds[0];
g.NavFocusScopeId = 0;
g.NavFocusScopeId = window->NavRootFocusScopeId;
}
}
@ -10738,7 +10750,7 @@ void ImGui::NavUpdateCreateMoveRequest()
inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX;
inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX;
window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel);
g.NavId = g.NavFocusScopeId = 0;
g.NavId = /*g.NavFocusScopeId =*/ 0;
}
}
@ -10921,7 +10933,7 @@ static void ImGui::NavUpdateCancelRequest()
// Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were
if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
g.NavWindow->NavLastIds[0] = 0;
g.NavId = g.NavFocusScopeId = 0;
g.NavId = /*g.NavFocusScopeId =*/ 0;
}
}

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@ -23,7 +23,7 @@
// Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345')
#define IMGUI_VERSION "1.89 WIP"
#define IMGUI_VERSION_NUM 18834
#define IMGUI_VERSION_NUM 18835
#define IMGUI_HAS_TABLE
/*

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@ -1388,6 +1388,14 @@ struct ImGuiNavItemData
void Clear() { Window = NULL; ID = FocusScopeId = 0; InFlags = 0; DistBox = DistCenter = DistAxial = FLT_MAX; }
};
struct ImGuiFocusScope
{
ImGuiID FocusScopeId;
ImGuiWindow* Window;
ImGuiFocusScope() { memset(this, 0, sizeof(*this)); }
};
//-----------------------------------------------------------------------------
// [SECTION] Columns support
//-----------------------------------------------------------------------------
@ -1688,6 +1696,7 @@ struct ImGuiContext
#endif
// Next window/item data
ImGuiID CurrentFocusScopeId; // == g.FocusScopeStack.back().FocusScopeId
ImGuiItemFlags CurrentItemFlags; // == g.ItemFlagsStack.back()
ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions
ImGuiLastItemData LastItemData; // Storage for last submitted item (setup by ItemAdd)
@ -1697,12 +1706,13 @@ struct ImGuiContext
ImVector<ImGuiColorMod> ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin()
ImVector<ImGuiStyleMod> StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin()
ImVector<ImFont*> FontStack; // Stack for PushFont()/PopFont() - inherited by Begin()
ImVector<ImGuiID> FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - not inherited by Begin(), unless child window
ImVector<ImGuiFocusScope> FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - inherited by BeginChild(), pushed into by Begin()
ImVector<ImGuiItemFlags>ItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin()
ImVector<ImGuiGroupData>GroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin()
ImVector<ImGuiPopupData>OpenPopupStack; // Which popups are open (persistent)
ImVector<ImGuiPopupData>BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame)
int BeginMenuCount;
int FocusScopeStackLocked; // Prevent PushFocusScope()/PopFocusScope()
// Viewports
ImVector<ImGuiViewportP*> Viewports; // Active viewports (Size==1 in 'master' branch). Each viewports hold their copy of ImDrawData.
@ -1937,8 +1947,10 @@ struct ImGuiContext
ActiveIdUsingNavInputMask = 0x00;
#endif
CurrentFocusScopeId = 0;
CurrentItemFlags = ImGuiItemFlags_None;
BeginMenuCount = 0;
FocusScopeStackLocked = 0;
NavWindow = NULL;
NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavActivateInputId = 0;
@ -2068,7 +2080,6 @@ struct IMGUI_API ImGuiWindowTempData
ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1)
short NavLayersActiveMask; // Which layers have been written to (result from previous frame)
short NavLayersActiveMaskNext;// Which layers have been written to (accumulator for current frame)
ImGuiID NavFocusScopeIdCurrent; // Current focus scope ID while appending
bool NavHideHighlightOneFrame;
bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f)
@ -2186,6 +2197,7 @@ struct IMGUI_API ImGuiWindow
ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.)
ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1)
ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space
ImGuiID NavRootFocusScopeId; // Focus Scope ID at the time of Begin()
int MemoryDrawListIdxCapacity; // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy
int MemoryDrawListVtxCapacity;
@ -2725,14 +2737,6 @@ namespace ImGui
IMGUI_API void SetNavWindow(ImGuiWindow* window);
IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel);
// Focus Scope (WIP)
// This is generally used to identify a selection set (multiple of which may be in the same window), as selection
// patterns generally need to react (e.g. clear selection) when landing on an item of the set.
IMGUI_API void PushFocusScope(ImGuiID id);
IMGUI_API void PopFocusScope();
inline ImGuiID GetFocusedFocusScope() { ImGuiContext& g = *GImGui; return g.NavFocusScopeId; } // Focus scope which is actually active
inline ImGuiID GetFocusScope() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.NavFocusScopeIdCurrent; } // Focus scope we are outputting into, set by PushFocusScope()
// 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; }
@ -2767,6 +2771,18 @@ namespace ImGui
inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // [removed in 1.87]
#endif
// [EXPERIMENTAL] Focus Scope
// This is generally used to identify a unique input location (for e.g. a selection set)
// There is one per window (automatically set in Begin), but:
// - Selection patterns generally need to react (e.g. clear a selection) when landing on one item of the set.
// So in order to identify a set multiple lists in same window may each need a focus scope.
// If you imagine an hypothetical BeginSelectionGroup()/EndSelectionGroup() api, it would likely call PushFocusScope()/EndFocusScope()
// - Shortcut routing also use focus scope as a default location identifier if an owner is not provided.
// We don't use the ID Stack for this as it is common to want them separate.
IMGUI_API void PushFocusScope(ImGuiID id);
IMGUI_API void PopFocusScope();
inline ImGuiID GetCurrentFocusScope() { ImGuiContext& g = *GImGui; return g.CurrentFocusScopeId; } // Focus scope we are outputting into, set by PushFocusScope()
// Drag and Drop
IMGUI_API bool IsDragDropActive();
IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id);

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@ -6329,7 +6329,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
// - (1) it would require focus scope to be set, need exposing PushFocusScope() or equivalent (e.g. BeginSelection() calling PushFocusScope())
// - (2) usage will fail with clipped items
// The multi-select API aim to fix those issues, e.g. may be replaced with a BeginSelection() API.
if ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == window->DC.NavFocusScopeIdCurrent)
if ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == g.CurrentFocusScopeId)
if (g.NavJustMovedToId == id)
selected = pressed = true;
@ -6338,7 +6338,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
{
if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent)
{
SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent, WindowRectAbsToRel(window, bb)); // (bb == NavRect)
SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId, WindowRectAbsToRel(window, bb)); // (bb == NavRect)
g.NavDisableHighlight = true;
}
}