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InputText: ensure mouse cursor is set regardless of whether keyboard mode is enabled or not. (#6417)

+ Nav comments (#8059)
pull/8063/head
ocornut 3 weeks ago
parent
commit
349af8766c
  1. 2
      docs/CHANGELOG.txt
  2. 5
      imgui.cpp
  3. 1
      imgui_internal.h
  4. 6
      imgui_widgets.cpp

2
docs/CHANGELOG.txt

@ -73,6 +73,8 @@ Other changes:
- Tables: fixed initial auto-sizing issue with synched-instances. (#8045, #7218)
- InputText: fixed an issue with not declaring ownership of Delete/Backspace/Arrow keys,
preventing use of external shortcuts not guarded by an ActiveId check. (#8048) [@geertbleyen]
- InputText: ensure mouse cursor shape is set regardless of whether keyboard mode is
enabled or not. (#6417)
- Backends: DX11, DX12, SDLRenderer2/3. Vulkan, WGPU: expose selected state in
ImGui_ImplXXXX_RenderState structures during render loop. (#6969, #5834, #7468, #3590)
- Backends: DX9, DX10, DX11, DX12, OpenGL, Vulkan, WGPU: Changed default texture sampler

5
imgui.cpp

@ -4606,7 +4606,7 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flag
}
#endif
if (g.NavDisableMouseHover)
if (g.NavDisableMouseHover && (item_flags & ImGuiItemFlags_NoNavDisableMouseHover) == 0)
return false;
return true;
@ -13340,8 +13340,11 @@ static void ImGui::NavUpdateCancelRequest()
else
{
// Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were
// FIXME-NAV: This should happen on window appearing.
if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
g.NavWindow->NavLastIds[0] = 0;
// Clear nav focus
g.NavId = 0;
}
}

1
imgui_internal.h

@ -833,6 +833,7 @@ enum ImGuiItemFlagsPrivate_
ImGuiItemFlags_MixedValue = 1 << 12, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets)
ImGuiItemFlags_NoWindowHoverableCheck = 1 << 13, // false // Disable hoverable check in ItemHoverable()
ImGuiItemFlags_AllowOverlap = 1 << 14, // false // Allow being overlapped by another widget. Not-hovered to Hovered transition deferred by a frame.
ImGuiItemFlags_NoNavDisableMouseHover = 1 << 15, // false // Nav keyboard/gamepad mode doesn't disable hover.
// Controlled by widget code
ImGuiItemFlags_Inputable = 1 << 20, // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature.

6
imgui_widgets.cpp

@ -4462,9 +4462,13 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable))
return false;
}
const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags);
// Ensure mouse cursor is set even after switching to keyboard/gamepad mode. May generalize further? (#6417)
bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags | ImGuiItemFlags_NoNavDisableMouseHover);
if (hovered)
SetMouseCursor(ImGuiMouseCursor_TextInput);
if (hovered && g.NavDisableMouseHover)
hovered = false;
// We are only allowed to access the state if we are already the active widget.
ImGuiInputTextState* state = GetInputTextState(id);

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