Nav: set NavJustMovedToXXX fields on NavInit result + BeginChild() clears ActiveId on N+1 on entering instead of waiting for ID to elapse on N+2.
# Conflicts: # imgui_internal.h
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52e19113f3
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38
imgui.cpp
38
imgui.cpp
@ -5322,11 +5322,14 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, b
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// Process navigation-in immediately so NavInit can run on first frame
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// Can enter a child if (A) it has navigatable items or (B) it can be scrolled.
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const ImGuiID temp_id_for_activation = (id + 1);
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if (g.ActiveId == temp_id_for_activation)
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ClearActiveID();
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if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY))
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{
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FocusWindow(child_window);
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NavInitWindow(child_window, false);
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SetActiveID(id + 1, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item
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SetActiveID(temp_id_for_activation, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item
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g.ActiveIdSource = g.NavInputSource;
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}
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return ret;
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@ -7583,12 +7586,11 @@ void ImGui::SetItemDefaultFocus()
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ImGuiWindow* window = g.CurrentWindow;
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if (!window->Appearing)
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return;
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if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResultId == 0) || g.NavLayer != window->DC.NavLayerCurrent)
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if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResult.ID == 0) || g.NavLayer != window->DC.NavLayerCurrent)
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return;
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g.NavInitRequest = false;
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g.NavInitResultId = g.LastItemData.ID;
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g.NavInitResultRectRel = WindowRectAbsToRel(window, g.LastItemData.Rect);
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NavApplyItemToResult(&g.NavInitResult);
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NavUpdateAnyRequestFlag();
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// Scroll could be done in NavInitRequestApplyResult() via an opt-in flag (we however don't want regular init requests to scroll)
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@ -10879,10 +10881,9 @@ static void ImGui::NavProcessItem()
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{
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// Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
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const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0;
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if (candidate_for_nav_default_focus || g.NavInitResultId == 0)
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if (candidate_for_nav_default_focus || g.NavInitResult.ID == 0)
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{
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g.NavInitResultId = id;
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g.NavInitResultRectRel = WindowRectAbsToRel(window, nav_bb);
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NavApplyItemToResult(&g.NavInitResult);
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}
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if (candidate_for_nav_default_focus)
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{
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@ -11140,8 +11141,7 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
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SetNavID(0, g.NavLayer, window->NavRootFocusScopeId, ImRect());
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g.NavInitRequest = true;
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g.NavInitRequestFromMove = false;
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g.NavInitResultId = 0;
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g.NavInitResultRectRel = ImRect();
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g.NavInitResult.ID = 0;
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NavUpdateAnyRequestFlag();
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}
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else
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@ -11226,12 +11226,12 @@ static void ImGui::NavUpdate()
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g.NavInputSource = ImGuiInputSource_Keyboard;
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// Process navigation init request (select first/default focus)
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if (g.NavInitResultId != 0)
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g.NavJustMovedToId = 0;
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if (g.NavInitResult.ID != 0)
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NavInitRequestApplyResult();
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g.NavInitRequest = false;
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g.NavInitRequestFromMove = false;
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g.NavInitResultId = 0;
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g.NavJustMovedToId = 0;
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g.NavInitResult.ID = 0;
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// Process navigation move request
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if (g.NavMoveSubmitted)
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@ -11371,10 +11371,18 @@ void ImGui::NavInitRequestApplyResult()
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if (!g.NavWindow)
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return;
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ImGuiNavItemData* result = &g.NavInitResult;
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if (g.NavId != result->ID)
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{
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g.NavJustMovedToId = result->ID;
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g.NavJustMovedToFocusScopeId = result->FocusScopeId;
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g.NavJustMovedToKeyMods = 0;
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}
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// Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
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// FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently.
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IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name);
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SetNavID(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel);
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IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
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SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
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g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result
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if (g.NavInitRequestFromMove)
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NavRestoreHighlightAfterMove();
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@ -11473,7 +11481,7 @@ void ImGui::NavUpdateCreateMoveRequest()
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{
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IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "<NULL>", g.NavLayer);
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g.NavInitRequest = g.NavInitRequestFromMove = true;
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g.NavInitResultId = 0;
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g.NavInitResult.ID = 0;
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g.NavDisableHighlight = false;
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}
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@ -1881,8 +1881,7 @@ struct ImGuiContext
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bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest this is to perform early out in ItemAdd()
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bool NavInitRequest; // Init request for appearing window to select first item
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bool NavInitRequestFromMove;
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ImGuiID NavInitResultId; // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called)
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ImRect NavInitResultRectRel; // Init request result rectangle (relative to parent window)
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ImGuiNavItemData NavInitResult; // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called)
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bool NavMoveSubmitted; // Move request submitted, will process result on next NewFrame()
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bool NavMoveScoringItems; // Move request submitted, still scoring incoming items
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bool NavMoveForwardToNextFrame;
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@ -2121,7 +2120,6 @@ struct ImGuiContext
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NavAnyRequest = false;
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NavInitRequest = false;
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NavInitRequestFromMove = false;
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NavInitResultId = 0;
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NavMoveSubmitted = false;
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NavMoveScoringItems = false;
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NavMoveForwardToNextFrame = false;
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