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Nav: ActiveIdAllowNavMove -> ActiveIdAllowNavDirFlags for more flexibility (nav up/down typically allowed on a single-line text input) (#323)
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d9d6b0e629
commit
d6ce800a20
22
imgui.cpp
22
imgui.cpp
@ -1824,7 +1824,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window = NULL)
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ImGuiContext& g = *GImGui;
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g.ActiveIdIsJustActivated = (g.ActiveId != id);
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g.ActiveId = id;
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g.ActiveIdAllowNavMove = false;
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g.ActiveIdAllowNavDirFlags = 0;
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g.ActiveIdAllowOverlap = false;
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g.ActiveIdWindow = window;
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if (id)
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@ -1847,7 +1847,7 @@ void ImGui::SetActiveIDNoNav(ImGuiID id, ImGuiWindow* window)
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ImGuiContext& g = *GImGui;
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g.ActiveIdIsJustActivated = (g.ActiveId != id);
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g.ActiveId = id;
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g.ActiveIdAllowNavMove = false;
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g.ActiveIdAllowNavDirFlags = 0;
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g.ActiveIdAllowOverlap = false;
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g.ActiveIdWindow = window;
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g.ActiveIdSource = (g.NavActivateId == id || g.NavInputId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse;
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@ -2511,13 +2511,14 @@ static void NavUpdate()
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g.NavMoveRequest = false;
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// Initiate directional inputs request
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const int allowed_dir_flags = (g.ActiveId == 0) ? ~0 : g.ActiveIdAllowNavDirFlags;
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g.NavMoveDir = ImGuiNavDir_None;
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if (g.FocusedWindow && !g.NavWindowingTarget && (g.ActiveId == 0 || g.ActiveIdAllowNavMove) && !(g.FocusedWindow->Flags & ImGuiWindowFlags_NoNav))
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if (g.FocusedWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.FocusedWindow->Flags & ImGuiWindowFlags_NoNav))
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{
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if (IsKeyPressedMap(ImGuiKey_NavLeft, true)) g.NavMoveDir = ImGuiNavDir_Left;
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if (IsKeyPressedMap(ImGuiKey_NavRight, true)) g.NavMoveDir = ImGuiNavDir_Right;
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if (IsKeyPressedMap(ImGuiKey_NavUp, true)) g.NavMoveDir = ImGuiNavDir_Up;
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if (IsKeyPressedMap(ImGuiKey_NavDown, true)) g.NavMoveDir = ImGuiNavDir_Down;
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if ((allowed_dir_flags & (1<<ImGuiNavDir_Left)) && IsKeyPressedMap(ImGuiKey_NavLeft, true)) g.NavMoveDir = ImGuiNavDir_Left;
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if ((allowed_dir_flags & (1<<ImGuiNavDir_Right)) && IsKeyPressedMap(ImGuiKey_NavRight, true)) g.NavMoveDir = ImGuiNavDir_Right;
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if ((allowed_dir_flags & (1<<ImGuiNavDir_Up)) && IsKeyPressedMap(ImGuiKey_NavUp, true)) g.NavMoveDir = ImGuiNavDir_Up;
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if ((allowed_dir_flags & (1<<ImGuiNavDir_Down)) && IsKeyPressedMap(ImGuiKey_NavDown, true)) g.NavMoveDir = ImGuiNavDir_Down;
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}
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if (g.NavMoveDir != ImGuiNavDir_None)
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{
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@ -6167,7 +6168,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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// Set active id so it can be queried by user via IsItemActive(), etc. but don't react to it ourselves
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g.NavActivateId = g.NavId;
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SetActiveID(g.NavId, window);
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g.ActiveIdAllowNavMove = true;
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g.ActiveIdAllowNavDirFlags = (1<<ImGuiNavDir_Left) | (1<<ImGuiNavDir_Right) | (1<<ImGuiNavDir_Up) | (1<<ImGuiNavDir_Down);
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if (IsKeyPressedMap(ImGuiKey_NavActivate, (flags & ImGuiButtonFlags_Repeat) != 0))
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pressed = true;
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}
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@ -6986,7 +6987,7 @@ bool ImGui::InputScalarAsWidgetReplacement(const ImRect& aabb, const char* label
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// Our replacement widget will override the focus ID (registered previously to allow for a TAB focus to happen)
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SetActiveIDNoNav(g.ScalarAsInputTextId, window);
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g.ActiveIdAllowNavMove = true;
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g.ActiveIdAllowNavDirFlags = (1 << ImGuiNavDir_Up) | (1 << ImGuiNavDir_Down);
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SetHoveredID(0);
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FocusableItemUnregister(window);
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@ -8445,7 +8446,8 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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select_all = true;
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}
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SetActiveID(id, window);
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g.ActiveIdAllowNavMove = true;
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if (!is_multiline)
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g.ActiveIdAllowNavDirFlags = ((1 << ImGuiNavDir_Up) | (1 << ImGuiNavDir_Down));
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FocusWindow(window);
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}
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else if (io.MouseClicked[0])
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@ -388,8 +388,8 @@ struct ImGuiContext
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ImGuiID ActiveIdPreviousFrame;
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bool ActiveIdIsAlive; // Active widget has been seen this frame
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bool ActiveIdIsJustActivated; // Set at the time of activation for one frame
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bool ActiveIdAllowNavMove; // Active widget allows using directional navigation (e.g. can activate a button and move away from it)
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bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always)
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int ActiveIdAllowNavDirFlags; // Active widget allows using directional navigation (e.g. can activate a button and move away from it)
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ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
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ImGuiWindow* ActiveIdWindow;
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ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard)
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