Nav: MainMenuBar now releases focus when user gets out of the menu layer. WindowingTarget when applying focus to a window with only menus automatically sets the layer. (#787)
This is enough for basic mouse/gamepad usage, but 1- previous window gets an unfocused title bar color temporarily, 2- generaly for gamepad and especially keyboard we need much more to get this done right
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025d4f0c97
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20983773f1
14
imgui.cpp
14
imgui.cpp
@ -2726,6 +2726,10 @@ static void ImGui::NavUpdateWindowing()
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g.NavDisableMouseHover = true;
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if (g.NavWindowingTarget->NavLastIds[0] == 0)
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NavInitWindow(g.NavWindowingTarget, false);
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// If the window only has a menu layer, select it directly
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if (g.NavWindowingTarget->DC.NavLayerActiveMask == 0x02)
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g.NavLayer = 1;
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}
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// Single press toggles NavLayer
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@ -4077,7 +4081,7 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items
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static ImGuiWindow* FindHoveredWindow(ImVec2 pos, bool excluding_childs)
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{
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ImGuiContext& g = *GImGui;
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for (int i = g.Windows.Size-1; i >= 0; i--)
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for (int i = g.Windows.Size - 1; i >= 0; i--)
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{
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ImGuiWindow* window = g.Windows[i];
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if (!window->Active)
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@ -5818,7 +5822,7 @@ void ImGui::FocusPreviousWindow()
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{
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ImGuiContext& g = *GImGui;
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for (int i = g.Windows.Size - 1; i >= 0; i--)
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if (g.Windows[i]->WasActive && !(g.Windows[i]->Flags & ImGuiWindowFlags_ChildWindow))
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if (g.Windows[i] != g.NavWindow && g.Windows[i]->WasActive && !(g.Windows[i]->Flags & ImGuiWindowFlags_ChildWindow))
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{
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FocusWindow(g.Windows[i]);
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return;
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@ -10293,6 +10297,12 @@ bool ImGui::BeginMainMenuBar()
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void ImGui::EndMainMenuBar()
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{
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EndMenuBar();
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// When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window
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ImGuiContext& g = *GImGui;
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if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0)
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FocusPreviousWindow();
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End();
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PopStyleVar(2);
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}
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@ -467,7 +467,7 @@ struct ImGuiContext
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ImVector<ImGuiPopupRef> CurrentPopupStack; // Which level of BeginPopup() we are in (reset every frame)
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// Navigation data (for gamepad/keyboard)
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ImGuiWindow* NavWindow; // Focused window for navigation
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ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow'
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ImGuiID NavId; // Focused item for navigation
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ImGuiID NavActivateId; // ~~ IsNavInputPressed(ImGuiNavInput_PadActivate) ? NavId : 0, also set when calling ActivateItem()
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ImGuiID NavActivateDownId; // ~~ IsNavInputPressed(ImGuiNavInput_PadActivate) ? NavId : 0
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