diff --git a/imgui.cpp b/imgui.cpp index 72308283..dcf3ea5f 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1755,9 +1755,10 @@ ImGuiWindow::ImGuiWindow(const char* name) DrawList = (ImDrawList*)ImGui::MemAlloc(sizeof(ImDrawList)); IM_PLACEMENT_NEW(DrawList) ImDrawList(); DrawList->_OwnerName = Name; + ParentWindow = NULL; RootWindow = NULL; RootNonPopupWindow = NULL; - ParentWindow = NULL; + RootNavWindow = NULL; FocusIdxAllCounter = FocusIdxTabCounter = -1; FocusIdxAllRequestCurrent = FocusIdxTabRequestCurrent = INT_MAX; @@ -1917,7 +1918,7 @@ static float NavScoreItemDistInterval(float a0, float a1, float b0, float b1) static bool NavScoreItem(ImRect cand) { ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; + ImGuiWindow* window = g.NavWindow; if (g.NavLayer != window->DC.NavLayerCurrent) return false; @@ -2059,10 +2060,10 @@ 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 && g.IO.NavUsable) + if (id != NULL && g.NavWindow == window->RootNavWindow && g.IO.NavUsable) { const ImRect& nav_bb = nav_bb_arg ? *nav_bb_arg : bb; - const ImRect nav_bb_rel(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos); + 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.AllowNavDefaultFocus) { g.NavInitDefaultRequest = g.NavInitDefaultResultExplicit = false; // Clear flag immediately, first item gets default, also simplify the if() in ItemAdd() @@ -2070,8 +2071,8 @@ bool ImGui::ItemAdd(const ImRect& bb, const ImGuiID* id, const ImRect* nav_bb_ar g.NavInitDefaultResultRectRel = nav_bb_rel; } - const bool DEBUG_NAV = false; // [DEBUG] Enable to test scoring on all items. - if ((g.NavMoveRequest || DEBUG_NAV) && g.NavId != *id) + //const bool DEBUG_NAV = false; // [DEBUG] Enable to test scoring on all items. + if ((g.NavMoveRequest /*|| DEBUG_NAV*/) && g.NavId != *id) { //if (DEBUG_NAV && !g.NavMoveRequest) g.NavMoveDir = ImGuiNavDir_N; if (NavScoreItem(nav_bb)) //if (!DEBUG || g.NavMoveRequest) @@ -2389,7 +2390,7 @@ static void NavUpdate() } } - // Apply result from previous navigation directional move request + // Apply result from previous frame navigation directional move request ImGui::SetActiveID(0); SetNavIdMoveMouse(g.NavMoveResultId, g.NavMoveResultRectRel); g.NavMoveFromClampedRefRect = false; @@ -3864,7 +3865,7 @@ void ImGui::SetItemAllowOverlap() void ImGui::SetItemDefaultFocus() { ImGuiContext& g = *GImGui; - if (g.NavWindow == g.CurrentWindow && (g.NavInitDefaultRequest || g.NavInitDefaultResultId != 0)) + if (g.NavWindow == g.CurrentWindow->RootNavWindow && (g.NavInitDefaultRequest || g.NavInitDefaultResultId != 0)) { g.NavInitDefaultRequest = false; g.NavInitDefaultResultExplicit = true; @@ -4186,7 +4187,7 @@ bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, // Process navigation-in immediately so NavInit can run on first frame const ImGuiID id = parent_window->GetChildID(child_window); - if ((child_window->DC.NavLayerActiveFlags != 0 || child_window->DC.NavHasScroll) && GImGui->NavActivateId == id) + if (!(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayerActiveFlags != 0 || child_window->DC.NavHasScroll) && GImGui->NavActivateId == id) { FocusWindow(child_window); NavInitWindow(child_window, false); @@ -4227,16 +4228,15 @@ void ImGui::EndChild() ImGuiID id = parent_window->GetChildID(window); ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz); ItemSize(sz); - ItemAdd(bb, (window->DC.NavLayerActiveFlags != 0 || window->DC.NavHasScroll) ? &id : NULL); - if (window->DC.NavLayerActiveFlags != 0 || window->DC.NavHasScroll) + if (!(window->Flags & ImGuiWindowFlags_NavFlattened) && (window->DC.NavLayerActiveFlags != 0 || window->DC.NavHasScroll)) { - //if (!window->DC.NavHasItems && window->DC.NavHasScroll && g.NavWindow == window) // As a special case, we render nav highlight of child when inside when only scrolling is possible - //{ - // bb.Expand(-1.0f); - // id = g.NavId; - //} + ItemAdd(bb, &id); RenderNavHighlight(id, bb); } + else + { + ItemAdd(bb, NULL); + } } } @@ -4428,6 +4428,9 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us if (flags & ImGuiWindowFlags_NoInputs) flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize; + if (flags & ImGuiWindowFlags_NavFlattened) + IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow); + // Find or create bool window_is_new = false; ImGuiWindow* window = FindWindowByName(name); @@ -4524,6 +4527,9 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us window->ParentWindow = parent_window; window->RootWindow = g.CurrentWindowStack[root_idx]; window->RootNonPopupWindow = g.CurrentWindowStack[root_non_popup_idx]; // Used to display TitleBgActive color and for selecting which window to use for NavWindowing + window->RootNavWindow = window; + while (window->RootNavWindow->Flags & ImGuiWindowFlags_NavFlattened) + window->RootNavWindow = window->RootNavWindow->ParentWindow; // When reusing window again multiple times a frame, just append content (don't need to setup again) if (first_begin_of_the_frame) diff --git a/imgui.h b/imgui.h index b657d80a..6da6cecd 100644 --- a/imgui.h +++ b/imgui.h @@ -511,6 +511,7 @@ enum ImGuiWindowFlags_ ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient) ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing of this window with gamepad/keyboard navigation ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window + ImGuiWindowFlags_NavFlattened = 1 << 19, // Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!) // [Internal] ImGuiWindowFlags_ChildWindow = 1 << 20, // Don't use! For internal use by BeginChild() ImGuiWindowFlags_ChildWindowAutoFitX = 1 << 21, // Don't use! For internal use by BeginChild() diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 7ec06dac..07b7dea9 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -2443,7 +2443,7 @@ static void ShowExampleAppLayout(bool* p_open) ImGui::Separator(); ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. "); ImGui::EndChild(); - ImGui::BeginChild("buttons"); + ImGui::BeginChild("buttons", ImVec2(0,0), false, ImGuiWindowFlags_NavFlattened); if (ImGui::Button("Revert")) {} ImGui::SameLine(); if (ImGui::Button("Save")) {} diff --git a/imgui_internal.h b/imgui_internal.h index 622d4b15..4b192fa1 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -718,9 +718,10 @@ struct IMGUI_API ImGuiWindow ImGuiStorage StateStorage; float FontWindowScale; // Scale multiplier per-window ImDrawList* DrawList; - ImGuiWindow* RootWindow; // If we are a child window, this is pointing to the first non-child parent window. Else point to ourself. - ImGuiWindow* RootNonPopupWindow; // Used to display TitleBgActive color and for selecting which window to use for NavWindowing ImGuiWindow* ParentWindow; // Immediate parent in the window stack *regardless* of whether this window is a child window or not) + ImGuiWindow* RootWindow; // Generally point to ourself. If we are a child window, this is pointing to the first non-child parent window. + ImGuiWindow* RootNonPopupWindow; // Generally point to ourself. Used to display TitleBgActive color and for selecting which window to use for NavWindowing + ImGuiWindow* RootNavWindow; // Generally point to ourself. If we are a child window with the ImGuiWindowFlags_NavFlattenedChild flag, point to parent. Used to display TitleBgActive color and for selecting which window to use for NavWindowing. // Navigation / Focus // FIXME-NAVIGATION: Merge all this with the new Nav system, at least the request variables should be moved to ImGuiContext @@ -746,7 +747,7 @@ public: ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); } float MenuBarHeight() const { return (Flags & ImGuiWindowFlags_MenuBar) ? CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f : 0.0f; } ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); } - bool IsNavigableTo() const { return Active && this == this->RootNonPopupWindow && (!(Flags & ImGuiWindowFlags_NoNavFocus) || this == GImGui->FocusedWindow); } + bool IsNavigableTo() const { return Active && this == RootNonPopupWindow && (!(Flags & ImGuiWindowFlags_NoNavFocus) || this == GImGui->FocusedWindow); } }; //-----------------------------------------------------------------------------