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Nav: Fixed using SetItemDefaultFocus() on windows with _NavFlattened flag + tools in metrics.

pull/4074/head
ocornut 4 years ago
parent
commit
bfc4a3347a
  1. 1
      docs/CHANGELOG.txt
  2. 29
      imgui.cpp
  3. 2
      imgui.h

1
docs/CHANGELOG.txt

@ -43,6 +43,7 @@ Other Changes:
- Scrolling: Fix scroll snapping on edge of scroll region when both scrollbars are enabled. - Scrolling: Fix scroll snapping on edge of scroll region when both scrollbars are enabled.
- Scrolling: Fix mouse wheel axis swap when using SHIFT on macOS (system already does it). (#4010) - Scrolling: Fix mouse wheel axis swap when using SHIFT on macOS (system already does it). (#4010)
- Window: Fix IsWindowAppearing() from returning true twice in most cases. (#3982, #1497, #1061) - Window: Fix IsWindowAppearing() from returning true twice in most cases. (#3982, #1497, #1061)
- Nav: Fixed using SetItemDefaultFocus() on windows with _NavFlattened flag.
- Tables: Expose TableSetColumnEnabled() in public api. (#3935) - Tables: Expose TableSetColumnEnabled() in public api. (#3935)
- Tables: Better preserve widths when columns count changes. (#4046) - Tables: Better preserve widths when columns count changes. (#4046)
- TabBar: Fixed mouse reordering with very fast movements (e.g. crossing multiple tabs in a single - TabBar: Fixed mouse reordering with very fast movements (e.g. crossing multiple tabs in a single

29
imgui.cpp

@ -6977,11 +6977,11 @@ void ImGui::SetItemDefaultFocus()
ImGuiWindow* window = g.CurrentWindow; ImGuiWindow* window = g.CurrentWindow;
if (!window->Appearing) if (!window->Appearing)
return; return;
if (g.NavWindow == window->RootWindowForNav && (g.NavInitRequest || g.NavInitResultId != 0) && g.NavLayer == g.NavWindow->DC.NavLayerCurrent) if (g.NavWindow == window->RootWindowForNav && (g.NavInitRequest || g.NavInitResultId != 0) && g.NavLayer == window->DC.NavLayerCurrent)
{ {
g.NavInitRequest = false; g.NavInitRequest = false;
g.NavInitResultId = g.NavWindow->DC.LastItemId; g.NavInitResultId = window->DC.LastItemId;
g.NavInitResultRectRel = ImRect(g.NavWindow->DC.LastItemRect.Min - g.NavWindow->Pos, g.NavWindow->DC.LastItemRect.Max - g.NavWindow->Pos); g.NavInitResultRectRel = ImRect(window->DC.LastItemRect.Min - window->Pos, window->DC.LastItemRect.Max - window->Pos);
NavUpdateAnyRequestFlag(); NavUpdateAnyRequestFlag();
if (!IsItemVisible()) if (!IsItemVisible())
SetScrollHereY(); SetScrollHereY();
@ -9276,6 +9276,7 @@ static void ImGui::NavUpdateInitResult()
return; return;
// Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
// FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently.
IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name); IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name);
SetNavID(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel); SetNavID(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel);
if (g.NavInitRequestFromMove) if (g.NavInitRequestFromMove)
@ -9630,7 +9631,8 @@ static void ImGui::NavUpdateWindowing()
if (apply_focus_window->NavLastIds[0] == 0) if (apply_focus_window->NavLastIds[0] == 0)
NavInitWindow(apply_focus_window, false); NavInitWindow(apply_focus_window, false);
// If the window only has a menu layer, select it directly // If the window has ONLY a menu layer (no main layer), select it directly
// FIXME-NAV: This should be done in NavInit.. or in FocusWindow..
if (apply_focus_window->DC.NavLayerActiveMask == (1 << ImGuiNavLayer_Menu)) if (apply_focus_window->DC.NavLayerActiveMask == (1 << ImGuiNavLayer_Menu))
g.NavLayer = ImGuiNavLayer_Menu; g.NavLayer = ImGuiNavLayer_Menu;
} }
@ -11465,12 +11467,19 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)
BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : ""); BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : "");
BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1); BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);
BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems); BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems);
BulletText("NavLastIds: 0x%08X,0x%08X, NavLayerActiveMask: %X", window->NavLastIds[0], window->NavLastIds[1], window->DC.NavLayerActiveMask); for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
BulletText("NavLastChildNavWindow: %s", window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); {
if (!window->NavRectRel[0].IsInverted()) ImRect r = window->NavRectRel[layer];
BulletText("NavRectRel[0]: (%.1f,%.1f)(%.1f,%.1f)", window->NavRectRel[0].Min.x, window->NavRectRel[0].Min.y, window->NavRectRel[0].Max.x, window->NavRectRel[0].Max.y); if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y)
else {
BulletText("NavRectRel[0]: <None>"); BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]);
continue;
}
BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y);
if (IsItemHovered())
GetForegroundDrawList(window)->AddRect(r.Min + window->Pos, r.Max + window->Pos, IM_COL32(255, 255, 0, 255));
}
BulletText("NavLayerActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayerActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); } if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); }
if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); } if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); }
if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); } if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); }

2
imgui.h

@ -61,7 +61,7 @@ Index of this file:
// Version // Version
// (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) // (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)
#define IMGUI_VERSION "1.83 WIP" #define IMGUI_VERSION "1.83 WIP"
#define IMGUI_VERSION_NUM 18204 #define IMGUI_VERSION_NUM 18205
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
#define IMGUI_HAS_TABLE #define IMGUI_HAS_TABLE

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