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Nav: Made hovering non-MenuItem Selectable not re-assign the source item for keyboard navigation.

This commit is contained in:
omar 2019-07-31 10:36:40 -07:00
parent 4cfaf7d89c
commit 27079e68c2
3 changed files with 15 additions and 5 deletions

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@ -35,9 +35,13 @@ HOW TO UPDATE?
Other Changes:
- Scrolling, Nav: Fixed programmatic scroll leading to a slightly incorrect scroll offset when
- Nav, Scrolling: Fixed programmatic scroll leading to a slightly incorrect scroll offset when
the window has decorations or a menu-bar (broken in 1.71). This was mostly noticeable when
a keyboard/gamepad movement led to scrolling the view, or using e.g. SetScrollHereY() function.
- Nav: Made hovering non-MenuItem Selectable not re-assign the source item for keyboard navigation.
- Nav: Fixed an issue with NavFlattened window flag (beta) where widgets not entirely fitting
in child window (often selectables because of their protruding sides) would be not considered
as entry points to to navigate toward the child window. (#787)
-----------------------------------------------------------------------

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@ -362,7 +362,8 @@ enum ImGuiSelectableFlagsPrivate_
ImGuiSelectableFlags_PressedOnRelease = 1 << 22,
ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 23, // FIXME: We may be able to remove this (added in 6251d379 for menus)
ImGuiSelectableFlags_AllowItemOverlap = 1 << 24,
ImGuiSelectableFlags_DrawHoveredWhenHeld= 1 << 25 // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow.
ImGuiSelectableFlags_DrawHoveredWhenHeld= 1 << 25, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow.
ImGuiSelectableFlags_SetNavIdOnHover = 1 << 26
};
// Extend ImGuiTreeNodeFlags_

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@ -5472,13 +5472,16 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
const bool was_selected = selected;
bool hovered, held;
bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
// Hovering selectable with mouse updates NavId accordingly so navigation can be resumed with gamepad/keyboard (this doesn't happen on most widgets)
if (pressed || hovered)
// Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with gamepad/keyboard
if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover)))
{
if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent)
{
g.NavDisableHighlight = true;
SetNavID(id, window->DC.NavLayerCurrent);
}
}
if (pressed)
MarkItemEdited(id);
@ -6178,7 +6181,9 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, boo
ImVec2 pos = window->DC.CursorPos;
ImVec2 label_size = CalcTextSize(label, NULL, true);
ImGuiSelectableFlags flags = ImGuiSelectableFlags_PressedOnRelease | (enabled ? 0 : ImGuiSelectableFlags_Disabled);
// We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73),
// but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only.
ImGuiSelectableFlags flags = ImGuiSelectableFlags_PressedOnRelease | ImGuiSelectableFlags_SetNavIdOnHover | (enabled ? 0 : ImGuiSelectableFlags_Disabled);
bool pressed;
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
{