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SetKeyboardFocusHere() allow for an offset to access sub components + comments
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60
imgui.cpp
60
imgui.cpp
@ -762,16 +762,16 @@ struct ImGuiWindow
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float ItemWidthDefault;
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ImGuiStorage StateStorage;
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float FontWindowScale; // Scale multipler per-window
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int FocusIdxAllCounter; // Start at -1 and increase as assigned via FocusItemRegister()
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int FocusIdxTabCounter; // (same, but only include widgets which you can Tab through)
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int FocusIdxAllRequestCurrent; // Item being requested for focus, rely on layout to be stable between the frame pressing TAB and the next frame
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int FocusIdxTabRequestCurrent;
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int FocusIdxAllRequestNext; // Item being requested for focus, for next update
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int FocusIdxTabRequestNext;
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ImDrawList* DrawList;
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// Focus
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int FocusIdxAllCounter; // Start at -1 and increase as assigned via FocusItemRegister()
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int FocusIdxTabCounter; // (same, but only count widgets which you can Tab through)
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int FocusIdxAllRequestCurrent; // Item being requested for focus
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int FocusIdxTabRequestCurrent; // Tab-able item being requested for focus
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int FocusIdxAllRequestNext; // Item being requested for focus, for next update (relies on layout to be stable between the frame pressing TAB and the next frame)
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int FocusIdxTabRequestNext; // "
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public:
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ImGuiWindow(const char* name, ImVec2 default_pos, ImVec2 default_size);
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~ImGuiWindow();
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@ -1022,12 +1022,12 @@ ImGuiWindow::ImGuiWindow(const char* name, ImVec2 default_pos, ImVec2 default_si
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if (ImLength(Size) < 0.001f)
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AutoFitFrames = 3;
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DrawList = (ImDrawList*)ImGui::MemAlloc(sizeof(ImDrawList));
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new(DrawList) ImDrawList();
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FocusIdxAllCounter = FocusIdxTabCounter = -1;
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FocusIdxAllRequestCurrent = FocusIdxTabRequestCurrent = IM_INT_MAX;
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FocusIdxAllRequestNext = FocusIdxTabRequestNext = IM_INT_MAX;
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DrawList = (ImDrawList*)ImGui::MemAlloc(sizeof(ImDrawList));
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new(DrawList) ImDrawList();
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}
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ImGuiWindow::~ImGuiWindow()
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@ -1061,7 +1061,7 @@ bool ImGuiWindow::FocusItemRegister(bool is_active)
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ImGuiWindow* window = GetCurrentWindow();
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const bool allow_keyboard_focus = window->DC.AllowKeyboardFocus.back();
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FocusIdxAllCounter++;
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FocusIdxAllCounter++;
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if (allow_keyboard_focus)
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FocusIdxTabCounter++;
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@ -1073,19 +1073,19 @@ bool ImGuiWindow::FocusItemRegister(bool is_active)
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FocusIdxTabRequestNext = FocusIdxTabCounter + (g.IO.KeyShift ? (allow_keyboard_focus ? -1 : 0) : +1);
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}
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if (FocusIdxAllCounter == FocusIdxAllRequestCurrent)
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return true;
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if (FocusIdxAllCounter == FocusIdxAllRequestCurrent)
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return true;
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if (allow_keyboard_focus)
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if (FocusIdxTabCounter == FocusIdxTabRequestCurrent)
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return true;
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if (FocusIdxTabCounter == FocusIdxTabRequestCurrent)
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return true;
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return false;
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}
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void ImGuiWindow::FocusItemUnregister()
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{
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FocusIdxAllCounter--;
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FocusIdxAllCounter--;
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FocusIdxTabCounter--;
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}
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@ -2106,18 +2106,16 @@ bool Begin(const char* name, bool* open, ImVec2 size, float fill_alpha, ImGuiWin
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else
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window->ItemWidthDefault = 200.0f;
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// Prepare for keyboard TAB focus requests
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if (window->FocusIdxTabRequestNext == IM_INT_MAX || window->FocusIdxTabCounter == -1)
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{
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window->FocusIdxTabRequestCurrent = IM_INT_MAX;
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}
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// Prepare for focus requests
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if (window->FocusIdxAllRequestNext == IM_INT_MAX || window->FocusIdxAllCounter == -1)
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window->FocusIdxAllRequestCurrent = IM_INT_MAX;
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else
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{
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const int mod = window->FocusIdxTabCounter+1;
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window->FocusIdxTabRequestCurrent = (window->FocusIdxTabRequestNext + mod) % mod;
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}
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window->FocusIdxAllRequestCurrent = window->FocusIdxAllRequestNext;
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window->FocusIdxAllCounter = window->FocusIdxTabCounter = -1;
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window->FocusIdxAllRequestCurrent = (window->FocusIdxAllRequestNext + (window->FocusIdxAllCounter+1)) % (window->FocusIdxAllCounter+1);
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if (window->FocusIdxTabRequestNext == IM_INT_MAX || window->FocusIdxTabCounter == -1)
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window->FocusIdxTabRequestCurrent = IM_INT_MAX;
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else
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window->FocusIdxTabRequestCurrent = (window->FocusIdxTabRequestNext + (window->FocusIdxTabCounter+1)) % (window->FocusIdxTabCounter+1);
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window->FocusIdxAllCounter = window->FocusIdxTabCounter = -1;
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window->FocusIdxAllRequestNext = window->FocusIdxTabRequestNext = IM_INT_MAX;
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ImGuiAabb title_bar_aabb = window->TitleBarAabb();
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@ -2640,11 +2638,11 @@ void SetScrollPosHere()
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window->NextScrollY = (window->DC.CursorPos.y + window->ScrollY) - (window->Pos.y + window->SizeFull.y * 0.5f) - (window->TitleBarHeight() + window->WindowPadding().y);
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}
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void SetKeyboardFocusHere()
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void SetKeyboardFocusHere(int offset)
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{
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ImGuiWindow* window = GetCurrentWindow();
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window->FocusIdxAllRequestNext = window->FocusIdxAllCounter + 1;
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window->FocusIdxTabRequestNext = IM_INT_MAX;
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window->FocusIdxAllRequestNext = window->FocusIdxAllCounter + 1 + offset;
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window->FocusIdxTabRequestNext = IM_INT_MAX;
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}
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void SetTreeStateStorage(ImGuiStorage* tree)
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2
imgui.h
2
imgui.h
@ -153,7 +153,7 @@ namespace ImGui
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ImDrawList* GetWindowDrawList(); // get rendering command-list if you want to append your own draw primitives.
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void SetWindowFontScale(float scale); // per-window font scale. Adjust IO.FontBaseScale if you want to scale all windows together.
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void SetScrollPosHere(); // adjust scrolling position to center into the current cursor position.
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void SetKeyboardFocusHere(); // focus keyboard on the next widget
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void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use 'offset' to access sub components of a multiple component widget.
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void SetTreeStateStorage(ImGuiStorage* tree); // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it).
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ImGuiStorage* GetTreeStateStorage();
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void PushItemWidth(float item_width);
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