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Default window focus scope not 0. Added ImGuiSelectableFlags_SelectOnNav with comments and caveats. (#1861, #4242,)
Focus scope default value: amend7ee623d9
a5041c88
2ebe08be
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@ -6309,7 +6309,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Pull/inherit current state
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g.CurrentItemFlags = g.ItemFlagsStack.back(); // Inherit from shared stack
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window->DC.NavFocusScopeIdCurrent = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->DC.NavFocusScopeIdCurrent : 0; // Inherit from parent only // -V595
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window->DC.NavFocusScopeIdCurrent = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->DC.NavFocusScopeIdCurrent : window->GetID("#FOCUSSCOPE"); // Inherit from parent only // -V595
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PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
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2
imgui.h
2
imgui.h
@ -61,7 +61,7 @@ Index of this file:
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// Version
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// (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)
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#define IMGUI_VERSION "1.84 WIP"
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#define IMGUI_VERSION_NUM 18307
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#define IMGUI_VERSION_NUM 18308
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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#define IMGUI_HAS_TABLE
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@ -6702,6 +6702,7 @@ static void ShowExampleAppLayout(bool* p_open)
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ImGui::BeginChild("left pane", ImVec2(150, 0), true);
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for (int i = 0; i < 100; i++)
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{
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// FIXME: Good candidate to use ImGuiSelectableFlags_SelectOnNav
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char label[128];
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sprintf(label, "MyObject %d", i);
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if (ImGui::Selectable(label, selected == i))
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@ -826,12 +826,13 @@ enum ImGuiSelectableFlagsPrivate_
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{
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// NB: need to be in sync with last value of ImGuiSelectableFlags_
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ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20,
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ImGuiSelectableFlags_SelectOnClick = 1 << 21, // Override button behavior to react on Click (default is Click+Release)
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ImGuiSelectableFlags_SelectOnRelease = 1 << 22, // Override button behavior to react on Release (default is Click+Release)
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ImGuiSelectableFlags_SpanAvailWidth = 1 << 23, // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus)
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ImGuiSelectableFlags_DrawHoveredWhenHeld = 1 << 24, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow.
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ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25, // Set Nav/Focus ID on mouse hover (used by MenuItem)
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ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 26 // Disable padding each side with ItemSpacing * 0.5f
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ImGuiSelectableFlags_SelectOnNav = 1 << 21, // (WIP) Auto-select when moved into. This is not exposed in public API as to handle multi-select and modifiers we will need user to explicitly control focus scope. May be replaced with a BeginSelection() API.
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ImGuiSelectableFlags_SelectOnClick = 1 << 22, // Override button behavior to react on Click (default is Click+Release)
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ImGuiSelectableFlags_SelectOnRelease = 1 << 23, // Override button behavior to react on Release (default is Click+Release)
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ImGuiSelectableFlags_SpanAvailWidth = 1 << 24, // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus)
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ImGuiSelectableFlags_DrawHoveredWhenHeld = 1 << 25, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow.
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ImGuiSelectableFlags_SetNavIdOnHover = 1 << 26, // Set Nav/Focus ID on mouse hover (used by MenuItem)
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ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 27 // Disable padding each side with ItemSpacing * 0.5f
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};
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// Extend ImGuiTreeNodeFlags_
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@ -6181,6 +6181,17 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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bool hovered, held;
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bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
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// Auto-select when moved into
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// - This will be more fully fleshed in the range-select branch
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// - This is not exposed as it won't nicely work with some user side handling of shift/control
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// - We cannot do 'if (g.NavJustMovedToId != id) { selected = false; pressed = was_selected; }' for two reasons
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// - (1) it would require focus scope to be set, need exposing PushFocusScope() or equivalent (e.g. BeginSelection() calling PushFocusScope())
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// - (2) usage will fail with clipped items
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// The multi-select API aim to fix those issues, e.g. may be replaced with a BeginSelection() API.
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if ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == window->DC.NavFocusScopeIdCurrent)
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if (g.NavJustMovedToId == id)
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selected = pressed = true;
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// Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with gamepad/keyboard
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if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover)))
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{
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