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Nav: Fixed using SetItemDefaultFocus() on windows with _NavFlattened flag + tools in metrics.
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6d53884487
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@ -43,6 +43,7 @@ Other Changes:
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- Scrolling: Fix scroll snapping on edge of scroll region when both scrollbars are enabled.
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- Scrolling: Fix scroll snapping on edge of scroll region when both scrollbars are enabled.
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- Scrolling: Fix mouse wheel axis swap when using SHIFT on macOS (system already does it). (#4010)
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- Scrolling: Fix mouse wheel axis swap when using SHIFT on macOS (system already does it). (#4010)
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- Window: Fix IsWindowAppearing() from returning true twice in most cases. (#3982, #1497, #1061)
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- Window: Fix IsWindowAppearing() from returning true twice in most cases. (#3982, #1497, #1061)
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- Nav: Fixed using SetItemDefaultFocus() on windows with _NavFlattened flag.
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- Tables: Expose TableSetColumnEnabled() in public api. (#3935)
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- Tables: Expose TableSetColumnEnabled() in public api. (#3935)
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- Tables: Better preserve widths when columns count changes. (#4046)
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- Tables: Better preserve widths when columns count changes. (#4046)
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- TabBar: Fixed mouse reordering with very fast movements (e.g. crossing multiple tabs in a single
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- TabBar: Fixed mouse reordering with very fast movements (e.g. crossing multiple tabs in a single
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29
imgui.cpp
29
imgui.cpp
@ -6977,11 +6977,11 @@ void ImGui::SetItemDefaultFocus()
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ImGuiWindow* window = g.CurrentWindow;
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ImGuiWindow* window = g.CurrentWindow;
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if (!window->Appearing)
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if (!window->Appearing)
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return;
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return;
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if (g.NavWindow == window->RootWindowForNav && (g.NavInitRequest || g.NavInitResultId != 0) && g.NavLayer == g.NavWindow->DC.NavLayerCurrent)
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if (g.NavWindow == window->RootWindowForNav && (g.NavInitRequest || g.NavInitResultId != 0) && g.NavLayer == window->DC.NavLayerCurrent)
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{
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{
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g.NavInitRequest = false;
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g.NavInitRequest = false;
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g.NavInitResultId = g.NavWindow->DC.LastItemId;
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g.NavInitResultId = window->DC.LastItemId;
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g.NavInitResultRectRel = ImRect(g.NavWindow->DC.LastItemRect.Min - g.NavWindow->Pos, g.NavWindow->DC.LastItemRect.Max - g.NavWindow->Pos);
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g.NavInitResultRectRel = ImRect(window->DC.LastItemRect.Min - window->Pos, window->DC.LastItemRect.Max - window->Pos);
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NavUpdateAnyRequestFlag();
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NavUpdateAnyRequestFlag();
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if (!IsItemVisible())
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if (!IsItemVisible())
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SetScrollHereY();
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SetScrollHereY();
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@ -9276,6 +9276,7 @@ static void ImGui::NavUpdateInitResult()
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return;
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return;
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// Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
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// Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
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// FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently.
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IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name);
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IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name);
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SetNavID(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel);
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SetNavID(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel);
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if (g.NavInitRequestFromMove)
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if (g.NavInitRequestFromMove)
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@ -9630,7 +9631,8 @@ static void ImGui::NavUpdateWindowing()
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if (apply_focus_window->NavLastIds[0] == 0)
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if (apply_focus_window->NavLastIds[0] == 0)
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NavInitWindow(apply_focus_window, false);
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NavInitWindow(apply_focus_window, false);
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// If the window only has a menu layer, select it directly
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// If the window has ONLY a menu layer (no main layer), select it directly
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// FIXME-NAV: This should be done in NavInit.. or in FocusWindow..
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if (apply_focus_window->DC.NavLayerActiveMask == (1 << ImGuiNavLayer_Menu))
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if (apply_focus_window->DC.NavLayerActiveMask == (1 << ImGuiNavLayer_Menu))
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g.NavLayer = ImGuiNavLayer_Menu;
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g.NavLayer = ImGuiNavLayer_Menu;
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}
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}
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@ -11465,12 +11467,19 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)
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BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : "");
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BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : "");
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BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);
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BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);
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BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems);
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BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems);
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BulletText("NavLastIds: 0x%08X,0x%08X, NavLayerActiveMask: %X", window->NavLastIds[0], window->NavLastIds[1], window->DC.NavLayerActiveMask);
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for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
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BulletText("NavLastChildNavWindow: %s", window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
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{
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if (!window->NavRectRel[0].IsInverted())
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ImRect r = window->NavRectRel[layer];
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BulletText("NavRectRel[0]: (%.1f,%.1f)(%.1f,%.1f)", window->NavRectRel[0].Min.x, window->NavRectRel[0].Min.y, window->NavRectRel[0].Max.x, window->NavRectRel[0].Max.y);
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if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y)
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else
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{
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BulletText("NavRectRel[0]: <None>");
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BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]);
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continue;
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}
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BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y);
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if (IsItemHovered())
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GetForegroundDrawList(window)->AddRect(r.Min + window->Pos, r.Max + window->Pos, IM_COL32(255, 255, 0, 255));
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}
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BulletText("NavLayerActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayerActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
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if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); }
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if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); }
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if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); }
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if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); }
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if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); }
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if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); }
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2
imgui.h
2
imgui.h
@ -61,7 +61,7 @@ Index of this file:
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// Version
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// Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
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#define IMGUI_VERSION "1.83 WIP"
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#define IMGUI_VERSION "1.83 WIP"
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#define IMGUI_VERSION_NUM 18204
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#define IMGUI_VERSION_NUM 18205
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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#define IMGUI_HAS_TABLE
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#define IMGUI_HAS_TABLE
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