Nav, Tabbing: refactor tabbing system to support clipped items, scrolling, using nav queries. (#4449)

Not using counter/modulo anymore and special provisions to handle tab wrapping with ImGuiListClipper. Wrapping may be done better as a next-frame forwarded request.
Also one extra step toward #3949 #3985
This commit is contained in:
ocornut 2021-10-08 15:24:09 +02:00
parent f01a6d3e8f
commit 1a7526dcd4
5 changed files with 138 additions and 152 deletions

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@ -44,6 +44,16 @@ Other Changes:
- Added IsMouseTripleClicked() function. Tracking multi-click count in IO structure. (#3229) [@kudaba]
- Modals: fixed issue hovering popups inside a child inside a modal. (#4676, #4527)
- Fixed IsWindowFocused()/IsWindowHovered() issues with childs inside popups. (#4676)
- Nav: tabbing now cycles through clipped items and scroll accordingly. (#4449)
- Nav: pressing PageUp/PageDown/Home/End when in Menu layer automatically moves back to Main layer.
- Nav: fixed resizing window from borders setting navigation to Menu layer.
- Nav: pressing Esc to exit a child window reactivates the Nav highlight if it was disabled by mouse.
- Nav: with ImGuiConfigFlags_NavEnableSetMousePos enabled: Fixed absolute mouse position when using
Home/End leads to scrolling. Fixed not setting mouse position when a failed move request (e.g. when
already at edge) reactivates the navigation highlight.
- InputText, Nav: fixed repeated calls to SetKeyboardFocusHere() preventing to use InputText(). (#4682)
- InputText: made double-click select word, triple-line select line. Word delimitation logic differs
slightly from the one used by CTRL+arrows. (#2244)
- Clipper: currently focused item is automatically included in clipper range.
Fixes issue where e.g. drag and dropping an item and scrolling ensure the item source location is
still submitted. (#3841, #1725) [@GamingMinds-DanielC, @ocornut]
@ -51,16 +61,6 @@ Other Changes:
by the clipper to display. (#3841)
- Clipper: Fixed content height declaration slightly mismatching the value of when not using a clipper.
(an additional ItemSpacing.y was declared, affecting scrollbar range).
- InputText, Nav: fixed repeated calls to SetKeyboardFocusHere() preventing to use InputText(). (#4682)
- Nav: pressing PageUp/PageDown/Home/End when in Menu layer automatically moves back to Main layer.
- Nav: fixed resizing window from borders setting navigation to Menu layer.
- Nav: pressing Esc to exit a child window reactivates the Nav highlight if it was disabled by mouse.
- Nav: (with ImGuiConfigFlags_NavEnableSetMousePos): fixed absolute mouse position when using Home/End
leads to scrolling.
- Nav: (with ImGuiConfigFlags_NavEnableSetMousePos): fixed not setting mouse position when a failed
move request (e.g. already at edge) reactivate the navigation highlight.
- InputText: made double-click select word, triple-line select line. Word delimitation logic differs
slightly from the one used by CTRL+arrows. (#2244)
- Backends: Vulkan: Call vkCmdSetScissor() at the end of render with a full-viewport to reduce
likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling
vkCmdSetScissor() explicitly every frame. (#4644)

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@ -341,7 +341,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- nav: NavFlattened: broken: in typical usage scenario, the items of a fully clipped child are currently not considered to enter into a NavFlattened child.
- nav: NavFlattened: cannot access menu-bar of a flattened child window with Alt/menu key (not a very common use case..).
- nav: simulate right-click or context activation? (SHIFT+F10)
- nav/tabbing: refactor old tabbing system and turn into navigation, should pass through all widgets (in submission order?).
- nav/popup: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys, default validation button, etc.
- nav/treenode: left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?)
- nav/menus: pressing left-right on a vertically clipped menu bar tends to jump to the collapse/close buttons.

232
imgui.cpp
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@ -916,6 +916,7 @@ static void NavUpdateWindowing();
static void NavUpdateWindowingOverlay();
static void NavUpdateCancelRequest();
static void NavUpdateCreateMoveRequest();
static void NavUpdateCreateTabbingRequest();
static float NavUpdatePageUpPageDown();
static inline void NavUpdateAnyRequestFlag();
static void NavUpdateCreateWrappingRequest();
@ -923,6 +924,7 @@ static void NavEndFrame();
static bool NavScoreItem(ImGuiNavItemData* result);
static void NavApplyItemToResult(ImGuiNavItemData* result);
static void NavProcessItem();
static void NavProcessItemForTabbingRequest(ImGuiWindow* window, ImGuiID id);
static ImVec2 NavCalcPreferredRefPos();
static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);
static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window);
@ -940,7 +942,6 @@ static void UpdateDebugToolStackQueries();
static void UpdateSettings();
static void UpdateMouseInputs();
static void UpdateMouseWheel();
static void UpdateTabFocus();
static bool UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);
static void RenderWindowOuterBorders(ImGuiWindow* window);
static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);
@ -2280,9 +2281,11 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items
int end = (int)((rect.Max.y - pos.y) / items_height);
// When performing a navigation request, ensure we have one item extra in the direction we are moving to
if (g.NavMoveScoringItems && g.NavMoveClipDir == ImGuiDir_Up)
// FIXME: Verify this works with tabbing
const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up)
start--;
if (g.NavMoveScoringItems && g.NavMoveClipDir == ImGuiDir_Down)
if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down)
end++;
start = ImClamp(start, 0, items_count);
@ -2483,8 +2486,11 @@ bool ImGuiListClipper::Step()
else
{
// Add range selected to be included for navigation
if (g.NavMoveScoringItems)
const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
if (is_nav_request)
data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0));
if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && g.NavTabbingDir == -1)
data->Ranges.push_back(ImGuiListClipperRange::FromIndices(ItemsCount - 1, ItemsCount));
// Add focused/active item
ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]);
@ -2492,8 +2498,8 @@ bool ImGuiListClipper::Step()
data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0));
// Add visible range
const int off_min = (g.NavMoveScoringItems && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0;
const int off_max = (g.NavMoveScoringItems && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0;
const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0;
const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0;
data->Ranges.push_back(ImGuiListClipperRange::FromPositions(window->ClipRect.Min.y, window->ClipRect.Max.y, off_min, off_max));
}
@ -3179,7 +3185,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
if (id)
{
g.ActiveIdIsAlive = id;
g.ActiveIdSource = (g.NavActivateId == id || g.NavActivateInputId == id || g.NavJustTabbedId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse;
g.ActiveIdSource = (g.NavActivateId == id || g.NavActivateInputId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse;
}
// Clear declaration of inputs claimed by the widget
@ -3367,48 +3373,6 @@ bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id)
return false;
}
// Called by ItemAdd()
// Process TAB/Shift+TAB. Be mindful that this function may _clear_ the ActiveID when tabbing out.
// [WIP] This will eventually be refactored and moved into NavProcessItem()
void ImGui::ItemInputable(ImGuiWindow* window, ImGuiID id)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(id != 0 && id == g.LastItemData.ID);
// Increment counters
// FIXME: ImGuiItemFlags_Disabled should disable more.
const bool is_tab_stop = (g.LastItemData.InFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0;
if (is_tab_stop)
{
window->DC.FocusCounterTabStop++;
if (g.NavId == id)
g.NavIdTabCounter = window->DC.FocusCounterTabStop;
}
// Process TAB/Shift-TAB to tab *OUT* of the currently focused item.
// (Note that we can always TAB out of a widget that doesn't allow tabbing in)
if (g.ActiveId == id && g.TabFocusPressed && g.TabFocusRequestNextWindow == NULL)
{
g.TabFocusRequestNextWindow = window;
g.TabFocusRequestNextCounterTabStop = window->DC.FocusCounterTabStop + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items.
}
// Handle focus requests
if (g.TabFocusRequestCurrWindow == window)
{
if (is_tab_stop && window->DC.FocusCounterTabStop == g.TabFocusRequestCurrCounterTabStop)
{
g.NavJustTabbedId = id; // FIXME-NAV: aim to eventually set in NavUpdate() once we finish the refactor
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_FocusedByTabbing;
return;
}
// If another item is about to be focused, we clear our own active id
if (g.ActiveId == id)
ClearActiveID();
}
}
float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
{
if (wrap_pos_x < 0.0f)
@ -3903,44 +3867,6 @@ void ImGui::UpdateMouseWheel()
}
}
void ImGui::UpdateTabFocus()
{
ImGuiContext& g = *GImGui;
// Pressing TAB activate widget focus
g.TabFocusPressed = false;
if (g.NavWindow && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
if (!g.IO.KeyCtrl && !g.IO.KeyAlt && IsKeyPressedMap(ImGuiKey_Tab) && !IsActiveIdUsingKey(ImGuiKey_Tab))
g.TabFocusPressed = true;
if (g.ActiveId == 0 && g.TabFocusPressed)
{
// - This path is only taken when no widget are active/tabbed-into yet.
// Subsequent tabbing will be processed by FocusableItemRegister()
// - Note that SetKeyboardFocusHere() sets the Next fields mid-frame. To be consistent we also
// manipulate the Next fields here even though they will be turned into Curr fields below.
g.TabFocusRequestNextWindow = g.NavWindow;
if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX)
g.TabFocusRequestNextCounterTabStop = g.NavIdTabCounter + (g.IO.KeyShift ? -1 : 0);
else
g.TabFocusRequestNextCounterTabStop = g.IO.KeyShift ? -1 : 0;
}
// Turn queued focus request into current one
g.TabFocusRequestCurrWindow = NULL;
g.TabFocusRequestCurrCounterTabStop = INT_MAX;
if (g.TabFocusRequestNextWindow != NULL)
{
ImGuiWindow* window = g.TabFocusRequestNextWindow;
g.TabFocusRequestCurrWindow = window;
if (g.TabFocusRequestNextCounterTabStop != INT_MAX && window->DC.FocusCounterTabStop != -1)
g.TabFocusRequestCurrCounterTabStop = ImModPositive(g.TabFocusRequestNextCounterTabStop, window->DC.FocusCounterTabStop + 1);
g.TabFocusRequestNextWindow = NULL;
g.TabFocusRequestNextCounterTabStop = INT_MAX;
}
g.NavIdTabCounter = INT_MAX;
}
// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
void ImGui::UpdateHoveredWindowAndCaptureFlags()
{
@ -4186,9 +4112,6 @@ void ImGui::NewFrame()
// Mouse wheel scrolling, scale
UpdateMouseWheel();
// Update legacy TAB focus
UpdateTabFocus();
// Mark all windows as not visible and compact unused memory.
IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size);
const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer;
@ -6399,7 +6322,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->DC.CurrentColumns = NULL;
window->DC.LayoutType = ImGuiLayoutType_Vertical;
window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
window->DC.FocusCounterTabStop = -1;
window->DC.ItemWidth = window->ItemWidthDefault;
window->DC.TextWrapPos = -1.0f; // disabled
@ -7185,11 +7107,16 @@ void ImGui::SetKeyboardFocusHere(int offset)
IM_ASSERT(offset >= -1); // -1 is allowed but not below
g.NavWindow = window;
ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
NavMoveRequestSubmit(ImGuiDir_None, ImGuiDir_None, ImGuiNavMoveFlags_Tabbing, 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)
NavMoveRequestResolveWithLastItem();
{
NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);
}
else
g.NavTabbingInputableRemaining = offset + 1;
{
g.NavTabbingDir = 1;
g.NavTabbingCounter = offset + 1;
}
}
void ImGui::SetItemDefaultFocus()
@ -7671,11 +7598,6 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu
return false;
//if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]
// [WIP] Tab stop handling (previously was using internal FocusableItemRegister() api)
// FIXME-NAV: We would now want to move this before the clipping test, but this would require being able to scroll and currently this would mean an extra frame. (#4079, #343)
if (extra_flags & ImGuiItemFlags_Inputable)
ItemInputable(window, id);
// We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
if (IsMouseHoveringRect(bb.Min, bb.Max))
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect;
@ -9117,19 +9039,17 @@ static void ImGui::NavProcessItem()
// FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy)
if (g.NavMoveScoringItems)
{
if (item_flags & ImGuiItemFlags_Inputable)
g.NavTabbingInputableRemaining--;
if ((g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav)))
const bool is_tab_stop = (item_flags & ImGuiItemFlags_Inputable) && (item_flags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0;
const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) != 0;
if (is_tabbing)
{
if (is_tab_stop || (g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi))
NavProcessItemForTabbingRequest(window, id);
}
else if ((g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav)))
{
ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing)
{
if (g.NavTabbingInputableRemaining == 0)
NavMoveRequestResolveWithLastItem();
}
else
if (!is_tabbing)
{
if (NavScoreItem(result))
NavApplyItemToResult(result);
@ -9155,6 +9075,52 @@ static void ImGui::NavProcessItem()
}
}
// Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest().
// Note that SetKeyboardFocusHere() API calls are considered tabbing requests!
// - Case 1: no nav/active id: set result to first eligible item, stop storing.
// - Case 2: tab forward: on ref id set counter, on counter elapse store result
// - Case 3: tab forward wrap: set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request
// - Case 4: tab backward: store all results, on ref id pick prev, stop storing
// - Case 5: tab backward wrap: store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested
void ImGui::NavProcessItemForTabbingRequest(ImGuiWindow* window, ImGuiID id)
{
ImGuiContext& g = *GImGui;
ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
if (g.NavTabbingDir == +1)
{
// Tab Forward or SetKeyboardFocusHere() with >= 0
if (g.NavTabbingResultFirst.ID == 0)
NavApplyItemToResult(&g.NavTabbingResultFirst);
if (--g.NavTabbingCounter == 0)
NavMoveRequestResolveWithLastItem(result);
else if (g.NavId == id)
g.NavTabbingCounter = 1;
}
else if (g.NavTabbingDir == -1)
{
// Tab Backward
if (g.NavId == id)
{
if (result->ID)
{
g.NavMoveScoringItems = false;
NavUpdateAnyRequestFlag();
}
}
else
{
NavApplyItemToResult(result);
}
}
else if (g.NavTabbingDir == 0)
{
// Tab Init
if (g.NavTabbingResultFirst.ID == 0)
NavMoveRequestResolveWithLastItem(&g.NavTabbingResultFirst);
}
}
bool ImGui::NavMoveRequestButNoResultYet()
{
ImGuiContext& g = *GImGui;
@ -9178,18 +9144,18 @@ void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavM
g.NavMoveScrollFlags = scroll_flags;
g.NavMoveForwardToNextFrame = false;
g.NavMoveKeyMods = g.IO.KeyMods;
g.NavTabbingInputableRemaining = 0;
g.NavTabbingCounter = 0;
g.NavMoveResultLocal.Clear();
g.NavMoveResultLocalVisible.Clear();
g.NavMoveResultOther.Clear();
NavUpdateAnyRequestFlag();
}
void ImGui::NavMoveRequestResolveWithLastItem()
void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result)
{
ImGuiContext& g = *GImGui;
g.NavMoveScoringItems = false; // Ensure request doesn't need more processing
NavApplyItemToResult(&g.NavMoveResultLocal);
NavApplyItemToResult(result);
NavUpdateAnyRequestFlag();
}
@ -9424,7 +9390,7 @@ static void ImGui::NavUpdate()
// Process navigation move request
if (g.NavMoveSubmitted)
NavMoveRequestApplyResult();
g.NavTabbingInputableRemaining = 0;
g.NavTabbingCounter = 0;
g.NavMoveSubmitted = g.NavMoveScoringItems = false;
// Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling)
@ -9433,8 +9399,6 @@ static void ImGui::NavUpdate()
if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
set_mouse_pos = true;
g.NavMousePosDirty = false;
g.NavIdIsAlive = false;
g.NavJustTabbedId = 0;
IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu);
// Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0
@ -9496,7 +9460,10 @@ static void ImGui::NavUpdate()
// Process move requests
NavUpdateCreateMoveRequest();
if (g.NavMoveDir == ImGuiDir_None)
NavUpdateCreateTabbingRequest();
NavUpdateAnyRequestFlag();
g.NavIdIsAlive = false;
// Scrolling
if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
@ -9668,6 +9635,31 @@ void ImGui::NavUpdateCreateMoveRequest()
g.NavScoringNoClipRect.Add(scoring_rect);
}
void ImGui::NavUpdateCreateTabbingRequest()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.NavWindow;
IM_ASSERT(g.NavMoveDir == ImGuiDir_None);
if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs))
return;
const bool tab_pressed = IsKeyPressedMap(ImGuiKey_Tab, true) && !IsActiveIdUsingKey(ImGuiKey_Tab) && !g.IO.KeyCtrl && !g.IO.KeyAlt;
if (!tab_pressed)
return;
// Initiate tabbing request
// (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!)
// Initially this was designed to use counters and modulo arithmetic, but that could not work with unsubmitted items (list clipper). Instead we use a strategy close to other move requests.
// See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping.
//// FIXME: We use (g.ActiveId == 0) but (g.NavDisableHighlight == false) might be righter once we can tab through anything
g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1;
ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
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.
g.NavTabbingResultFirst.Clear();
g.NavTabbingCounter = -1;
}
// Apply result from previous frame navigation directional move request. Always called from NavUpdate()
void ImGui::NavMoveRequestApplyResult()
{
@ -9680,6 +9672,14 @@ void ImGui::NavMoveRequestApplyResult()
// Select which result to use
ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL;
// Tabbing forward wrap
if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing)
if (g.NavTabbingCounter == 1 || g.NavTabbingDir == 0)
{
IM_ASSERT(g.NavTabbingResultFirst.ID != 0);
result = &g.NavTabbingResultFirst;
}
// In a situation when there is no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result)
if (result == NULL)
{

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@ -64,7 +64,7 @@ Index of this file:
// 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)
#define IMGUI_VERSION "1.86 WIP"
#define IMGUI_VERSION_NUM 18507
#define IMGUI_VERSION_NUM 18508
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
#define IMGUI_HAS_TABLE

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@ -1247,9 +1247,10 @@ enum ImGuiNavMoveFlags_
ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword, probably unnecessary
ImGuiNavMoveFlags_Forwarded = 1 << 7,
ImGuiNavMoveFlags_DebugNoResult = 1 << 8, // Dummy scoring for debug purpose, don't apply result
ImGuiNavMoveFlags_Tabbing = 1 << 9, // == Focus + Activate if item is Inputable + DontChangeNavHighlight
ImGuiNavMoveFlags_Activate = 1 << 10,
ImGuiNavMoveFlags_DontSetNavHighlight = 1 << 11 // Do not alter the visible state of keyboard vs mouse nav highlight
ImGuiNavMoveFlags_FocusApi = 1 << 9,
ImGuiNavMoveFlags_Tabbing = 1 << 10, // == Focus + Activate if item is Inputable + DontChangeNavHighlight
ImGuiNavMoveFlags_Activate = 1 << 11,
ImGuiNavMoveFlags_DontSetNavHighlight = 1 << 12 // Do not alter the visible state of keyboard vs mouse nav highlight
};
enum ImGuiNavLayer
@ -1582,7 +1583,6 @@ struct ImGuiContext
ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0
ImGuiID NavActivateInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0; ImGuiActivateFlags_PreferInput will be set and NavActivateId will be 0.
ImGuiActivateFlags NavActivateFlags;
ImGuiID NavJustTabbedId; // Just tabbed to this id.
ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest).
ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest).
ImGuiKeyModFlags NavJustMovedToKeyMods;
@ -1590,7 +1590,6 @@ struct ImGuiContext
ImGuiActivateFlags NavNextActivateFlags;
ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.
ImGuiNavLayer NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later.
int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing
bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid
bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default)
bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover)
@ -1614,10 +1613,12 @@ struct ImGuiContext
ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring.
ImRect NavScoringNoClipRect; // Some nav operations (such as PageUp/PageDown) enforce a region which clipper will attempt to always keep submitted
int NavScoringDebugCount; // Metrics for debugging
int NavTabbingInputableRemaining; // >0 when counting items for tabbing
int NavTabbingDir; // Generally -1 or +1, 0 when tabbing without a nav id
int NavTabbingCounter; // >0 when counting items for tabbing
ImGuiNavItemData NavMoveResultLocal; // Best move request candidate within NavWindow
ImGuiNavItemData NavMoveResultLocalVisible; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)
ImGuiNavItemData NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)
ImGuiNavItemData NavTabbingResultFirst; // First tabbing request candidate within NavWindow and flattened hierarchy
// Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize)
ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most!
@ -1627,13 +1628,6 @@ struct ImGuiContext
float NavWindowingHighlightAlpha;
bool NavWindowingToggleLayer;
// Legacy Focus/Tabbing system (older than Nav, active even if Nav is disabled, misnamed. FIXME-NAV: This needs a redesign!)
ImGuiWindow* TabFocusRequestCurrWindow; //
ImGuiWindow* TabFocusRequestNextWindow; //
int TabFocusRequestCurrCounterTabStop; // Tab item being requested for focus, stored as an index
int TabFocusRequestNextCounterTabStop; // "
bool TabFocusPressed; // Set in NewFrame() when user pressed Tab
// Render
float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list)
ImGuiMouseCursor MouseCursor;
@ -1800,12 +1794,11 @@ struct ImGuiContext
NavWindow = NULL;
NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavActivateInputId = 0;
NavJustTabbedId = NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;
NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;
NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None;
NavJustMovedToKeyMods = ImGuiKeyModFlags_None;
NavInputSource = ImGuiInputSource_None;
NavLayer = ImGuiNavLayer_Main;
NavIdTabCounter = INT_MAX;
NavIdIsAlive = false;
NavMousePosDirty = false;
NavDisableHighlight = true;
@ -1822,17 +1815,13 @@ struct ImGuiContext
NavMoveKeyMods = ImGuiKeyModFlags_None;
NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None;
NavScoringDebugCount = 0;
NavTabbingInputableRemaining = 0;
NavTabbingDir = 0;
NavTabbingCounter = 0;
NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL;
NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;
NavWindowingToggleLayer = false;
TabFocusRequestCurrWindow = TabFocusRequestNextWindow = NULL;
TabFocusRequestCurrCounterTabStop = INT_MAX;
TabFocusRequestNextCounterTabStop = INT_MAX;
TabFocusPressed = false;
DimBgRatio = 0.0f;
MouseCursor = ImGuiMouseCursor_Arrow;
@ -1939,7 +1928,6 @@ struct IMGUI_API ImGuiWindowTempData
int CurrentTableIdx; // Current table index (into g.Tables)
ImGuiLayoutType LayoutType;
ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin()
int FocusCounterTabStop; // (Legacy Focus/Tabbing system) Same, but only count widgets which you can Tab through.
// Local parameters stacks
// We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
@ -2501,7 +2489,6 @@ namespace ImGui
IMGUI_API void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f);
IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemFlags extra_flags = 0);
IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id);
IMGUI_API void ItemInputable(ImGuiWindow* window, ImGuiID id);
IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id);
IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h);
IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);
@ -2561,7 +2548,7 @@ namespace ImGui
IMGUI_API bool NavMoveRequestButNoResultYet();
IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags);
IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags);
IMGUI_API void NavMoveRequestResolveWithLastItem();
IMGUI_API void NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result);
IMGUI_API void NavMoveRequestCancel();
IMGUI_API void NavMoveRequestApplyResult();
IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);