Nav: Fixed issues with nav request being transferred to another window when calling SetKeyboardFocusHere() and simultaneous changing window focus. (#4449)

This commit is contained in:
ocornut 2022-06-10 19:25:53 +02:00
parent 0b1bcfcc20
commit 076d8fc868
3 changed files with 20 additions and 7 deletions

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@ -82,6 +82,8 @@ Other Changes:
- InputScalar: Automatically allow hexadecimal input when format is %X (without extra flag). - InputScalar: Automatically allow hexadecimal input when format is %X (without extra flag).
- InputScalar: Automatically allow scientific input when format is float/double (without extra flag). - InputScalar: Automatically allow scientific input when format is float/double (without extra flag).
- Nav: Fixed nav movement in a scope with only one disabled item from focusing the disabled item. (#5189) - Nav: Fixed nav movement in a scope with only one disabled item from focusing the disabled item. (#5189)
- Nav: Fixed issues with nav request being transferred to another window when calling SetKeyboardFocusHere()
and simultaneous changing window focus. (#4449)
- IsItemHovered(): added ImGuiHoveredFlags_NoNavOverride to disable the behavior where the - IsItemHovered(): added ImGuiHoveredFlags_NoNavOverride to disable the behavior where the
return value is overriden by focus when gamepad/keyboard navigation is active. return value is overriden by focus when gamepad/keyboard navigation is active.
- InputText: Fixed pressing Tab emitting two tabs characters because of dual Keys/Chars events being - InputText: Fixed pressing Tab emitting two tabs characters because of dual Keys/Chars events being

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@ -7383,7 +7383,10 @@ void ImGui::SetKeyboardFocusHere(int offset)
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow; ImGuiWindow* window = g.CurrentWindow;
IM_ASSERT(offset >= -1); // -1 is allowed but not below IM_ASSERT(offset >= -1); // -1 is allowed but not below
g.NavWindow = window; g.NavWindow = window;
g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, ImGuiNavMoveFlags_Tabbing | ImGuiNavMoveFlags_FocusApi, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, ImGuiNavMoveFlags_Tabbing | ImGuiNavMoveFlags_FocusApi, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
if (offset == -1) if (offset == -1)
@ -9574,8 +9577,11 @@ void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
// Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text) // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)
const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent; const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
if (g.NavWindow != window) if (g.NavWindow != window)
g.NavInitRequest = false; {
g.NavWindow = window; g.NavWindow = window;
g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
NavUpdateAnyRequestFlag();
}
g.NavId = id; g.NavId = id;
g.NavLayer = nav_layer; g.NavLayer = nav_layer;
g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent; g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;
@ -9823,7 +9829,12 @@ static void ImGui::NavProcessItem()
// Update window-relative bounding box of navigated item // Update window-relative bounding box of navigated item
if (g.NavId == id) if (g.NavId == id)
{ {
g.NavWindow = window; // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window. if (g.NavWindow != window)
{
g.NavWindow = window; // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window.
g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
NavUpdateAnyRequestFlag();
}
g.NavLayer = window->DC.NavLayerCurrent; g.NavLayer = window->DC.NavLayerCurrent;
g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent; g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;
g.NavIdIsAlive = true; g.NavIdIsAlive = true;
@ -9901,10 +9912,11 @@ void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavM
g.NavMoveScrollFlags = scroll_flags; g.NavMoveScrollFlags = scroll_flags;
g.NavMoveForwardToNextFrame = false; g.NavMoveForwardToNextFrame = false;
g.NavMoveKeyMods = g.IO.KeyMods; g.NavMoveKeyMods = g.IO.KeyMods;
g.NavTabbingCounter = 0;
g.NavMoveResultLocal.Clear(); g.NavMoveResultLocal.Clear();
g.NavMoveResultLocalVisible.Clear(); g.NavMoveResultLocalVisible.Clear();
g.NavMoveResultOther.Clear(); g.NavMoveResultOther.Clear();
g.NavTabbingCounter = 0;
g.NavTabbingResultFirst.Clear();
NavUpdateAnyRequestFlag(); NavUpdateAnyRequestFlag();
} }
@ -9971,7 +9983,7 @@ void ImGui::NavRestoreLayer(ImGuiNavLayer layer)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
if (layer == ImGuiNavLayer_Main) if (layer == ImGuiNavLayer_Main)
g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow); g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow); // FIXME-NAV: Should clear ongoing nav requests?
ImGuiWindow* window = g.NavWindow; ImGuiWindow* window = g.NavWindow;
if (window->NavLastIds[layer] != 0) if (window->NavLastIds[layer] != 0)
{ {
@ -10451,7 +10463,6 @@ void ImGui::NavUpdateCreateTabbingRequest()
ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down; ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down;
NavMoveRequestSubmit(ImGuiDir_None, clip_dir, ImGuiNavMoveFlags_Tabbing, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. NavMoveRequestSubmit(ImGuiDir_None, clip_dir, ImGuiNavMoveFlags_Tabbing, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
g.NavTabbingResultFirst.Clear();
g.NavTabbingCounter = -1; g.NavTabbingCounter = -1;
} }

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@ -65,7 +65,7 @@ Index of this file:
// Version // Version
// (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) // (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)
#define IMGUI_VERSION "1.88 WIP" #define IMGUI_VERSION "1.88 WIP"
#define IMGUI_VERSION_NUM 18727 #define IMGUI_VERSION_NUM 18728
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
#define IMGUI_HAS_TABLE #define IMGUI_HAS_TABLE