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Nav, Focus: Changed SetKeyboardFocusHere() to not behave if a drag or window moving is in progress + move KeepAliveID() call from Scrollbar() to ScrollbarEx()

This commit is contained in:
ocornut 2022-06-15 14:55:45 +02:00
parent ddcff10343
commit 27343efb0b
3 changed files with 14 additions and 2 deletions

View File

@ -84,6 +84,7 @@ Other Changes:
- Nav: Fixed nav movement in a scope with only one disabled item from focusing the disabled item. (#5189)
- Nav: Fixed issues with nav request being transferred to another window when calling SetKeyboardFocusHere()
and simultaneous changing window focus. (#4449)
- Nav: Changed SetKeyboardFocusHere() to not behave if a drag or window moving is in progress.
- IsItemHovered(): added ImGuiHoveredFlags_NoNavOverride to disable the behavior where the
return value is overriden by focus when gamepad/keyboard navigation is active.
- InputText: Fixed pressing Tab emitting two tabs characters because of dual Keys/Chars events being

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@ -7386,6 +7386,17 @@ void ImGui::SetKeyboardFocusHere(int offset)
IM_ASSERT(offset >= -1); // -1 is allowed but not below
IMGUI_DEBUG_LOG_ACTIVEID("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name);
// It makes sense in the vast majority of cases to never interrupt a drag and drop.
// When we refactor this function into ActivateItem() we may want to make this an option.
// Note that g.ActiveId being stolen while g.MovingWindow != NULL is currently ill-defined (subtle side-effects on master, assert in docking),
// so there's another layer we need to fix. Would make sense to automatically drop g.MovingWindow when g.ActiveId is changed.
// MovingWindow is protected from most user inputs using SetActiveIdUsingNavAndKeys() but we may need to enforce a better more encompassing scheme.
if (g.DragDropActive || g.MovingWindow != NULL)
{
IMGUI_DEBUG_LOG_ACTIVEID("SetKeyboardFocusHere() ignored while DragDropActive!\n");
return;
}
SetNavWindow(window);
ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;

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@ -880,9 +880,7 @@ void ImGui::Scrollbar(ImGuiAxis axis)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
const ImGuiID id = GetWindowScrollbarID(window, axis);
KeepAliveID(id);
// Calculate scrollbar bounding box
ImRect bb = GetWindowScrollbarRect(window, axis);
@ -920,6 +918,8 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6
if (window->SkipItems)
return false;
KeepAliveID(id);
const float bb_frame_width = bb_frame.GetWidth();
const float bb_frame_height = bb_frame.GetHeight();
if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f)