Browse Source

Nav: added SetNavCursorVisible(). (#1074, #2048, #7237, #8059)

+ Further internal renaming for consistency.
features/premake5
ocornut 3 weeks ago
parent
commit
634a7ed988
  1. 2
      docs/CHANGELOG.txt
  2. 47
      imgui.cpp
  3. 10
      imgui.h
  4. 4
      imgui_internal.h
  5. 4
      imgui_widgets.cpp

2
docs/CHANGELOG.txt

@ -67,6 +67,8 @@ Other changes:
state to draw callbacks. (#6969, #5834, #7468, #3590)
- IO: WantCaptureKeyboard is never set when ImGuiConfigFlags_NoKeyboard is enabled. (#4921)
- Error Handling: turned a few more functions into recoverable errors. (#1651)
- Nav: added NavSetCursorVisible(bool visible) to manipulate visibility of keyboard/gamepad
navigation cursor. (#1074, #2048, #7237, #8059)
- Nav: added io.ConfigNavEscapeClearFocusItem and io.ConfigNavEscapeClearFocusWindow to change
how pressing Escape affects navigation. (#8059, #2048, #1074, #3200)
- Set io.ConfigNavEscapeClearFocusItem = true (default) to clear focused item and highlight.

47
imgui.cpp

@ -8558,7 +8558,7 @@ void ImGui::FocusItem()
return;
}
ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavHighlight | ImGuiNavMoveFlags_NoSelect;
ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavCursorVisible | ImGuiNavMoveFlags_NoSelect;
ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
SetNavWindow(window);
NavMoveRequestSubmit(ImGuiDir_None, ImGuiDir_Up, move_flags, scroll_flags);
@ -8593,7 +8593,7 @@ void ImGui::SetKeyboardFocusHere(int offset)
SetNavWindow(window);
ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavHighlight;
ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavCursorVisible;
ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
if (offset == -1)
@ -12209,6 +12209,20 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
// In our terminology those should be interchangeable, yet right now this is super confusing.
// Those two functions are merely a legacy artifact, so at minimum naming should be clarified.
void ImGui::SetNavCursorVisible(bool visible)
{
ImGuiContext& g = *GImGui;
g.NavCursorVisible = visible;
}
// (was called NavRestoreHighlightAfterMove() before 1.91.4)
void ImGui::SetNavCursorVisibleAfterMove()
{
ImGuiContext& g = *GImGui;
g.NavCursorVisible = true;
g.NavHighlightItemUnderNav = g.NavMousePosDirty = true;
}
void ImGui::SetNavWindow(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
@ -12735,13 +12749,6 @@ void ImGui::NavRestoreLayer(ImGuiNavLayer layer)
}
}
void ImGui::NavRestoreHighlightAfterMove()
{
ImGuiContext& g = *GImGui;
g.NavCursorVisible = true;
g.NavHighlightItemUnderNav = g.NavMousePosDirty = true;
}
static inline void ImGui::NavUpdateAnyRequestFlag()
{
ImGuiContext& g = *GImGui;
@ -13050,7 +13057,7 @@ void ImGui::NavInitRequestApplyResult()
if (result->SelectionUserData != ImGuiSelectionUserData_Invalid)
g.NavLastValidSelectionUserData = result->SelectionUserData;
if (g.NavInitRequestFromMove)
NavRestoreHighlightAfterMove();
SetNavCursorVisibleAfterMove();
}
// Bias scoring rect ahead of scoring + update preferred pos (if missing) using source position
@ -13243,9 +13250,9 @@ void ImGui::NavMoveRequestApplyResult()
if (result == NULL)
{
if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing)
g.NavMoveFlags |= ImGuiNavMoveFlags_NoSetNavHighlight;
if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavHighlight) == 0)
NavRestoreHighlightAfterMove();
g.NavMoveFlags |= ImGuiNavMoveFlags_NoSetNavCursorVisible;
if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavCursorVisible) == 0)
SetNavCursorVisibleAfterMove();
NavClearPreferredPosForAxis(axis); // On a failed move, clear preferred pos for this axis.
IMGUI_DEBUG_LOG_NAV("[nav] NavMoveSubmitted but not led to a result!\n");
return;
@ -13330,9 +13337,9 @@ void ImGui::NavMoveRequestApplyResult()
g.NavNextActivateFlags |= ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState | ImGuiActivateFlags_FromTabbing;
}
// Enable nav highlight
if ((g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavHighlight) == 0)
NavRestoreHighlightAfterMove();
// Make nav cursor visible
if ((g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavCursorVisible) == 0)
SetNavCursorVisibleAfterMove();
}
// Process Escape/NavCancel input (to close a popup, get back to parent, clear focus)
@ -13356,7 +13363,7 @@ static void ImGui::NavUpdateCancelRequest()
{
// Leave the "menu" layer
NavRestoreLayer(ImGuiNavLayer_Main);
NavRestoreHighlightAfterMove();
SetNavCursorVisibleAfterMove();
}
else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->RootWindowForNav->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->RootWindowForNav->ParentWindow)
{
@ -13366,7 +13373,7 @@ static void ImGui::NavUpdateCancelRequest()
IM_ASSERT(child_window->ChildId != 0);
FocusWindow(parent_window);
SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_window->Rect()));
NavRestoreHighlightAfterMove();
SetNavCursorVisibleAfterMove();
}
else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
{
@ -13732,7 +13739,7 @@ static void ImGui::NavUpdateWindowing()
if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))
{
ClearActiveID();
NavRestoreHighlightAfterMove();
SetNavCursorVisibleAfterMove();
ClosePopupsOverWindow(apply_focus_window, false);
FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild);
apply_focus_window = g.NavWindow;
@ -13779,7 +13786,7 @@ static void ImGui::NavUpdateWindowing()
if (new_nav_layer == ImGuiNavLayer_Menu)
g.NavWindow->NavLastIds[new_nav_layer] = 0;
NavRestoreLayer(new_nav_layer);
NavRestoreHighlightAfterMove();
SetNavCursorVisibleAfterMove();
}
}
}

10
imgui.h

@ -900,10 +900,12 @@ namespace ImGui
IMGUI_API void PopClipRect();
// Focus, Activation
// - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item"
IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window.
IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of of a newly appearing window.
IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.
// Keyboard/Gamepad Navigation
IMGUI_API void SetNavCursorVisible(bool visible); // alter visibility of keyboard/gamepad cursor. by default: show when using an arrow key, hide when clicking with mouse.
// Overlapping mode
IMGUI_API void SetNextItemAllowOverlap(); // allow next item to be overlapped by a subsequent item. Useful with invisible buttons, selectable, treenode covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this.
@ -996,7 +998,7 @@ namespace ImGui
// - Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an owner-id-aware version.
IMGUI_API void SetItemKeyOwner(ImGuiKey key); // Set key owner to last item ID if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.
// Inputs Utilities: Mouse specific
// Inputs Utilities: Mouse
// - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
// - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
// - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
@ -1676,7 +1678,7 @@ enum ImGuiCol_
ImGuiCol_TextLink, // Hyperlink color
ImGuiCol_TextSelectedBg,
ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target
ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item
ImGuiCol_NavHighlight, // Color of gamepad/keyboard navigation cursor/rectangle, when visible
ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active

4
imgui_internal.h

@ -1578,7 +1578,7 @@ enum ImGuiNavMoveFlags_
ImGuiNavMoveFlags_IsPageMove = 1 << 11, // Identify a PageDown/PageUp request.
ImGuiNavMoveFlags_Activate = 1 << 12, // Activate/select target item.
ImGuiNavMoveFlags_NoSelect = 1 << 13, // Don't trigger selection by not setting g.NavJustMovedTo
ImGuiNavMoveFlags_NoSetNavHighlight = 1 << 14, // Do not alter the visible state of keyboard vs mouse nav highlight
ImGuiNavMoveFlags_NoSetNavCursorVisible = 1 << 14, // Do not alter the nav cursor visible state
ImGuiNavMoveFlags_NoClearActiveId = 1 << 15, // (Experimental) Do not clear active id when applying move result
};
@ -3114,7 +3114,7 @@ namespace ImGui
IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);
IMGUI_API void NavHighlightActivated(ImGuiID id);
IMGUI_API void NavClearPreferredPosForAxis(ImGuiAxis axis);
IMGUI_API void NavRestoreHighlightAfterMove();
IMGUI_API void SetNavCursorVisibleAfterMove();
IMGUI_API void NavUpdateCurrentWindowIsScrollPushableX();
IMGUI_API void SetNavWindow(ImGuiWindow* window);
IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel);

4
imgui_widgets.cpp

@ -7200,7 +7200,7 @@ int ImGui::TypingSelectFindMatch(ImGuiTypingSelectRequest* req, int items_count,
else
idx = TypingSelectFindBestLeadingMatch(req, items_count, get_item_name_func, user_data);
if (idx != -1)
NavRestoreHighlightAfterMove();
SetNavCursorVisibleAfterMove();
return idx;
}
@ -8883,7 +8883,7 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
{
want_open = want_open_nav_init = true;
NavMoveRequestCancel();
NavRestoreHighlightAfterMove();
SetNavCursorVisibleAfterMove();
}
}
else

Loading…
Cancel
Save