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SetKeyboardFocusHere() sets focus on next widget instead of previous + works on tabbing-disabled widgets
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parent
ffc8264e9d
commit
f1ea630dd0
73
imgui.cpp
73
imgui.cpp
@ -185,13 +185,13 @@
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- filters: set a current filter that tree node can automatically query to hide themselves
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- filters: handle wildcards (with implicit leading/trailing *), regexps
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- shortcuts: add a shortcut api, e.g. parse "&Save" and/or "Save (CTRL+S)", pass in to widgets or provide simple ways to use (button=activate, input=focus)
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- keyboard: tooltip & combo boxes are messing up / not honoring keyboard tabbing
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! keyboard: tooltip & combo boxes are messing up / not honoring keyboard tabbing
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- keyboard: full keyboard navigation and focus.
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- input: support trackpad style scrolling & slider edit.
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- tooltip: move to fit within screen (e.g. when mouse cursor is right of the screen).
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- misc: not thread-safe
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- misc: double-clicking on title bar to minimize isn't consistent, perhaps move to single-click on left-most collapse icon?
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- style editor: add a button to print C code.
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- style editor: add a button to output C code.
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- optimisation/render: use indexed rendering
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- optimisation/render: move clip-rect to vertex data? would allow merging all commands
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- optimisation/render: merge command-lists with same clip-rect into one even if they aren't sequential? (as long as in-between clip rectangle don't overlap)?
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@ -763,9 +763,12 @@ struct ImGuiWindow
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ImGuiStorage StateStorage;
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float FontWindowScale; // Scale multipler per-window
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int FocusIdxCounter; // Start at -1 and increase as assigned via FocusItemRegister()
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int FocusIdxRequestCurrent; // 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 FocusIdxRequestNext; // Item being requested for focus, for next update
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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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@ -1019,9 +1022,9 @@ 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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FocusIdxCounter = -1;
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FocusIdxRequestCurrent = IM_INT_MAX;
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FocusIdxRequestNext = IM_INT_MAX;
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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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@ -1058,27 +1061,32 @@ 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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if (allow_keyboard_focus)
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FocusIdxCounter++;
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FocusIdxTabCounter++;
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// Process input at this point: TAB, Shift-TAB switch focus
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// Process keyboard input at this point: TAB, Shift-TAB switch focus
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// We can always TAB out of a widget that doesn't allow tabbing in.
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if (FocusIdxRequestNext == IM_INT_MAX && is_active && ImGui::IsKeyPressedMap(ImGuiKey_Tab))
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if (FocusIdxAllRequestNext == IM_INT_MAX && FocusIdxTabRequestNext == IM_INT_MAX && is_active && ImGui::IsKeyPressedMap(ImGuiKey_Tab))
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{
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// Modulo on index will be applied at the end of frame once we've got the total counter of items.
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FocusIdxRequestNext = FocusIdxCounter + (g.IO.KeyShift ? (allow_keyboard_focus ? -1 : 0) : +1);
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FocusIdxTabRequestNext = FocusIdxTabCounter + (g.IO.KeyShift ? (allow_keyboard_focus ? -1 : 0) : +1);
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}
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if (!allow_keyboard_focus)
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return false;
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if (FocusIdxAllCounter == FocusIdxAllRequestCurrent)
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return true;
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const bool focus_requested = (FocusIdxCounter == FocusIdxRequestCurrent);
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return focus_requested;
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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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return false;
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}
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void ImGuiWindow::FocusItemUnregister()
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{
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FocusIdxCounter--;
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FocusIdxAllCounter--;
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FocusIdxTabCounter--;
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}
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void ImGuiWindow::AddToRenderList()
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@ -1391,7 +1399,7 @@ void NewFrame()
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// NB: Don't discard FocusedWindow if it isn't active, so that a window that go on/off programatically won't lose its keyboard focus.
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if (g.ActiveId == 0 && g.FocusedWindow != NULL && g.FocusedWindow->Visible && IsKeyPressedMap(ImGuiKey_Tab, false))
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{
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g.FocusedWindow->FocusIdxRequestNext = 0;
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g.FocusedWindow->FocusIdxTabRequestNext = 0;
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}
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// Mark all windows as not visible
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@ -2098,18 +2106,19 @@ 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 focus requests
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if (window->FocusIdxRequestNext == IM_INT_MAX || window->FocusIdxCounter == -1)
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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->FocusIdxRequestCurrent = IM_INT_MAX;
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window->FocusIdxTabRequestCurrent = IM_INT_MAX;
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}
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else
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{
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const int mod = window->FocusIdxCounter+1;
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window->FocusIdxRequestCurrent = (window->FocusIdxRequestNext + mod) % mod;
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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->FocusIdxCounter = -1;
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window->FocusIdxRequestNext = IM_INT_MAX;
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window->FocusIdxAllRequestCurrent = window->FocusIdxAllRequestNext;
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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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@ -2634,7 +2643,8 @@ void SetScrollPosHere()
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void SetKeyboardFocusHere()
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{
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ImGuiWindow* window = GetCurrentWindow();
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window->FocusIdxRequestNext = window->FocusIdxCounter;
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window->FocusIdxAllRequestNext = window->FocusIdxAllCounter + 1;
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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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@ -6406,15 +6416,14 @@ void ShowTestWindow(bool* open)
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bool focus_2 = ImGui::Button("Focus on 2"); ImGui::SameLine();
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bool focus_3 = ImGui::Button("Focus on 3");
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static char buf[128] = "click on a button to set focus";
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ImGui::InputText("1", buf, IM_ARRAYSIZE(buf));
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if (focus_1) ImGui::SetKeyboardFocusHere();
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ImGui::InputText("2", buf, IM_ARRAYSIZE(buf));
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ImGui::InputText("1", buf, IM_ARRAYSIZE(buf));
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if (focus_2) ImGui::SetKeyboardFocusHere();
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//ImGui::PushAllowKeyboardFocus(false);
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//ImGui::InputText("3 (tab skip)", buf, IM_ARRAYSIZE(buf));
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ImGui::InputText("3", buf, IM_ARRAYSIZE(buf));
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ImGui::InputText("2", buf, IM_ARRAYSIZE(buf));
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ImGui::PushAllowKeyboardFocus(false);
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if (focus_3) ImGui::SetKeyboardFocusHere();
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//ImGui::PopAllowKeyboardFocus();
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ImGui::InputText("3 (tab skip)", buf, IM_ARRAYSIZE(buf));
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ImGui::PopAllowKeyboardFocus();
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ImGui::TreePop();
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}
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}
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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();
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void SetKeyboardFocusHere(); // focus keyboard on the next 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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