diff --git a/imgui.cpp b/imgui.cpp index 79482658..d9010e94 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2895,19 +2895,21 @@ bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged return false; } -bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id, bool tab_stop) +bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { ImGuiContext& g = *GImGui; + // Increment counters const bool is_tab_stop = (window->DC.ItemFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0; window->FocusIdxAllCounter++; if (is_tab_stop) window->FocusIdxTabCounter++; - // Process keyboard input at this point: 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 (tab_stop && (g.ActiveId == id) && window->FocusIdxAllRequestNext == INT_MAX && window->FocusIdxTabRequestNext == INT_MAX && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab)) - window->FocusIdxTabRequestNext = window->FocusIdxTabCounter + (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. + // 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.FocusTabPressed && !(g.ActiveIdBlockNavInputFlags & (1 << ImGuiNavInput_KeyTab_))) + if (window->FocusIdxAllRequestNext == INT_MAX && window->FocusIdxTabRequestNext == INT_MAX) + window->FocusIdxTabRequestNext = window->FocusIdxTabCounter + (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. if (window->FocusIdxAllCounter == window->FocusIdxAllRequestCurrent) return true; @@ -3513,7 +3515,9 @@ void ImGui::NewFrame() UpdateMouseWheel(); // Pressing TAB activate widget focus - if (g.ActiveId == 0 && g.NavWindow != NULL && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab, false)) + // (This code is old and will be redesigned for Nav. In the meanwhile we use g.NavTabRequest as storage but this doesn't need ImGuiConfigFlags_NavEnableKeyboard to work!) + g.FocusTabPressed = (g.NavWindow && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab)); + if (g.ActiveId == 0 && g.FocusTabPressed) { if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX) g.NavWindow->FocusIdxTabRequestNext = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1); @@ -5167,8 +5171,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; // Prepare for item focus requests - window->FocusIdxAllRequestCurrent = (window->FocusIdxAllRequestNext == INT_MAX || window->FocusIdxAllCounter == -1) ? INT_MAX : (window->FocusIdxAllRequestNext + (window->FocusIdxAllCounter+1)) % (window->FocusIdxAllCounter+1); - window->FocusIdxTabRequestCurrent = (window->FocusIdxTabRequestNext == INT_MAX || window->FocusIdxTabCounter == -1) ? INT_MAX : (window->FocusIdxTabRequestNext + (window->FocusIdxTabCounter+1)) % (window->FocusIdxTabCounter+1); + window->FocusIdxAllRequestCurrent = (window->FocusIdxAllRequestNext == INT_MAX || window->FocusIdxAllCounter == -1) ? INT_MAX : ImModPositive(window->FocusIdxAllRequestNext, window->FocusIdxAllCounter + 1); + window->FocusIdxTabRequestCurrent = (window->FocusIdxTabRequestNext == INT_MAX || window->FocusIdxTabCounter == -1) ? INT_MAX : ImModPositive(window->FocusIdxTabRequestNext, window->FocusIdxTabCounter + 1); window->FocusIdxAllCounter = window->FocusIdxTabCounter = -1; window->FocusIdxAllRequestNext = window->FocusIdxTabRequestNext = INT_MAX; @@ -7609,6 +7613,7 @@ static void ImGui::NavUpdate() NAV_MAP_KEY(ImGuiKey_RightArrow,ImGuiNavInput_KeyRight_); NAV_MAP_KEY(ImGuiKey_UpArrow, ImGuiNavInput_KeyUp_ ); NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ ); + NAV_MAP_KEY(ImGuiKey_Tab, ImGuiNavInput_KeyTab_ ); if (g.IO.KeyCtrl) g.IO.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f; if (g.IO.KeyShift) diff --git a/imgui.h b/imgui.h index 8cc826f5..2ffe14dd 100644 --- a/imgui.h +++ b/imgui.h @@ -967,6 +967,7 @@ enum ImGuiNavInput_ // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them. // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[]. ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt + ImGuiNavInput_KeyTab_, // tab // = Tab key ImGuiNavInput_KeyLeft_, // move left // = Arrow keys ImGuiNavInput_KeyRight_, // move right ImGuiNavInput_KeyUp_, // move up diff --git a/imgui_internal.h b/imgui_internal.h index 6fcb4830..dc1fc08d 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -248,6 +248,7 @@ static inline float ImLengthSqr(const ImVec4& lhs) static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = lhs.x*lhs.x + lhs.y*lhs.y; if (d > 0.0f) return 1.0f / ImSqrt(d); return fail_value; } static inline float ImFloor(float f) { return (float)(int)f; } static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)v.x, (float)(int)v.y); } +static inline int ImModPositive(int a, int b) { return (a + b) % b; } static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; } static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); } static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; } @@ -891,6 +892,9 @@ struct ImGuiContext ImGuiNavMoveResult NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) + // Tabbing system (older than Nav, active when Nav is disabled. Probably needs a redesign) + bool FocusTabPressed; // + // Render ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user ImDrawDataBuilder DrawDataBuilder; @@ -1036,6 +1040,7 @@ struct ImGuiContext NavMoveRequestFlags = 0; NavMoveRequestForward = ImGuiNavForward_None; NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None; + FocusTabPressed = false; DimBgRatio = 0.0f; BackgroundDrawList._Data = &DrawListSharedData; @@ -1421,7 +1426,7 @@ namespace ImGui IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL); IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id); IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged); - IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id, bool tab_stop = true); // Return true if focus is requested + IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id); // Return true if focus is requested IMGUI_API void FocusableItemUnregister(ImGuiWindow* window); IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_x, float default_y); IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 6de9319a..ea0914ec 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3274,7 +3274,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 if (g.InputTextState.ID == id) state = &g.InputTextState; - const bool focus_requested = FocusableItemRegister(window, id, (flags & (ImGuiInputTextFlags_CallbackCompletion|ImGuiInputTextFlags_AllowTabInput)) == 0); // Using completion callback disable keyboard tabbing + const bool focus_requested = FocusableItemRegister(window, id); const bool focus_requested_by_code = focus_requested && (window->FocusIdxAllCounter == window->FocusIdxAllRequestCurrent); const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code; @@ -3337,7 +3337,10 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); + IM_ASSERT(ImGuiNavInput_COUNT < 32); g.ActiveIdBlockNavInputFlags = (1 << ImGuiNavInput_Cancel); + if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out + g.ActiveIdBlockNavInputFlags |= (1 << ImGuiNavInput_KeyTab_); if (!is_multiline && !(flags & ImGuiInputTextFlags_CallbackHistory)) g.ActiveIdAllowNavDirFlags = ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down)); }