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InputText, Nav: Fixed Home/End key broken when activating Keyboard Navigation. (#787)

Small refactor of ActiveIdUsingXXX inputs flags toward a little more consistent system. (#2637)
This commit is contained in:
omar 2019-10-02 11:38:30 +02:00
parent a2f3dcfc97
commit 892dfb1dea
5 changed files with 51 additions and 35 deletions

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@ -37,7 +37,7 @@ Breaking Changes:
-
Other Changes:
-
- InputText, Nav: Fixed Home/End key broken when activating Keyboard Navigation. (#787)
-----------------------------------------------------------------------

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@ -1064,7 +1064,7 @@ static void NavUpdate();
static void NavUpdateWindowing();
static void NavUpdateWindowingOverlay();
static void NavUpdateMoveResult();
static float NavUpdatePageUpPageDown(int allowed_dir_flags);
static float NavUpdatePageUpPageDown();
static inline void NavUpdateAnyRequestFlag();
static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand);
static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, ImGuiID id);
@ -2867,8 +2867,6 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
}
}
g.ActiveId = id;
g.ActiveIdAllowNavDirFlags = 0;
g.ActiveIdBlockNavInputFlags = 0;
g.ActiveIdAllowOverlap = false;
g.ActiveIdWindow = window;
g.ActiveIdHasBeenEditedThisFrame = false;
@ -2877,6 +2875,12 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
g.ActiveIdIsAlive = id;
g.ActiveIdSource = (g.NavActivateId == id || g.NavInputId == id || g.NavJustTabbedId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse;
}
// Clear declaration of inputs claimed by the widget
// (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet)
g.ActiveIdUsingNavDirMask = 0x00;
g.ActiveIdUsingNavInputMask = 0x00;
g.ActiveIdUsingKeyInputMask = 0x00;
}
// FIXME-NAV: The existence of SetNavID/SetNavIDWithRectRel/SetFocusID is incredibly messy and confusing and needs some explanation or refactoring.
@ -3157,7 +3161,7 @@ bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id)
// Process TAB/Shift-TAB to tab *OUT* of the currently focused item.
// (Note that we can always TAB out of a widget that doesn't allow tabbing in)
if (g.ActiveId == id && g.FocusTabPressed && !(g.ActiveIdBlockNavInputFlags & (1 << ImGuiNavInput_KeyTab_)) && g.FocusRequestNextWindow == NULL)
if (g.ActiveId == id && g.FocusTabPressed && !IsActiveIdUsingKey(ImGuiKey_Tab) && g.FocusRequestNextWindow == NULL)
{
g.FocusRequestNextWindow = window;
g.FocusRequestNextCounterTab = window->DC.FocusCounterTab + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items.
@ -3782,6 +3786,11 @@ void ImGui::NewFrame()
g.ActiveIdIsJustActivated = false;
if (g.TempInputTextId != 0 && g.ActiveId != g.TempInputTextId)
g.TempInputTextId = 0;
if (g.ActiveId == 0)
{
g.ActiveIdUsingNavDirMask = g.ActiveIdUsingNavInputMask = 0;
g.ActiveIdUsingKeyInputMask = 0;
}
// Drag and drop
g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;
@ -8271,7 +8280,6 @@ static void ImGui::NavUpdate()
NAV_MAP_KEY(ImGuiKey_RightArrow,ImGuiNavInput_KeyRight_);
NAV_MAP_KEY(ImGuiKey_UpArrow, ImGuiNavInput_KeyUp_ );
NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ );
NAV_MAP_KEY(ImGuiKey_Tab, ImGuiNavInput_KeyTab_ );
if (g.IO.KeyCtrl)
g.IO.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f;
if (g.IO.KeyShift)
@ -8349,7 +8357,7 @@ static void ImGui::NavUpdate()
{
if (g.ActiveId != 0)
{
if (!(g.ActiveIdBlockNavInputFlags & (1 << ImGuiNavInput_Cancel)))
if (!IsActiveIdUsingNavInput(ImGuiNavInput_Cancel))
ClearActiveID();
}
else if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow) && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow)
@ -8411,17 +8419,16 @@ static void ImGui::NavUpdate()
g.NavNextActivateId = 0;
// Initiate directional inputs request
const int allowed_dir_flags = (g.ActiveId == 0) ? ~0 : g.ActiveIdAllowNavDirFlags;
if (g.NavMoveRequestForward == ImGuiNavForward_None)
{
g.NavMoveDir = ImGuiDir_None;
g.NavMoveRequestFlags = ImGuiNavMoveFlags_None;
if (g.NavWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
if (g.NavWindow && !g.NavWindowingTarget && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
{
if ((allowed_dir_flags & (1 << ImGuiDir_Left)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadLeft, ImGuiNavInput_KeyLeft_, ImGuiInputReadMode_Repeat)) { g.NavMoveDir = ImGuiDir_Left; }
if ((allowed_dir_flags & (1 << ImGuiDir_Right)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadRight,ImGuiNavInput_KeyRight_,ImGuiInputReadMode_Repeat)) { g.NavMoveDir = ImGuiDir_Right; }
if ((allowed_dir_flags & (1 << ImGuiDir_Up)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadUp, ImGuiNavInput_KeyUp_, ImGuiInputReadMode_Repeat)) { g.NavMoveDir = ImGuiDir_Up; }
if ((allowed_dir_flags & (1 << ImGuiDir_Down)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadDown, ImGuiNavInput_KeyDown_, ImGuiInputReadMode_Repeat)) { g.NavMoveDir = ImGuiDir_Down; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadLeft, ImGuiNavInput_KeyLeft_, ImGuiInputReadMode_Repeat)) { g.NavMoveDir = ImGuiDir_Left; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadRight,ImGuiNavInput_KeyRight_,ImGuiInputReadMode_Repeat)) { g.NavMoveDir = ImGuiDir_Right; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadUp, ImGuiNavInput_KeyUp_, ImGuiInputReadMode_Repeat)) { g.NavMoveDir = ImGuiDir_Up; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadDown, ImGuiNavInput_KeyDown_, ImGuiInputReadMode_Repeat)) { g.NavMoveDir = ImGuiDir_Down; }
}
g.NavMoveClipDir = g.NavMoveDir;
}
@ -8438,7 +8445,7 @@ static void ImGui::NavUpdate()
// FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag?
float nav_scoring_rect_offset_y = 0.0f;
if (nav_keyboard_active)
nav_scoring_rect_offset_y = NavUpdatePageUpPageDown(allowed_dir_flags);
nav_scoring_rect_offset_y = NavUpdatePageUpPageDown();
// If we initiate a movement request and have no current NavId, we initiate a InitDefautRequest that will be used as a fallback if the direction fails to find a match
if (g.NavMoveDir != ImGuiDir_None)
@ -8585,7 +8592,7 @@ static void ImGui::NavUpdateMoveResult()
}
// Handle PageUp/PageDown/Home/End keys
static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags)
static float ImGui::NavUpdatePageUpPageDown()
{
ImGuiContext& g = *GImGui;
if (g.NavMoveDir != ImGuiDir_None || g.NavWindow == NULL)
@ -8594,10 +8601,10 @@ static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags)
return 0.0f;
ImGuiWindow* window = g.NavWindow;
const bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && (allowed_dir_flags & (1 << ImGuiDir_Up));
const bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && (allowed_dir_flags & (1 << ImGuiDir_Down));
const bool home_pressed = IsKeyPressed(g.IO.KeyMap[ImGuiKey_Home]) && (allowed_dir_flags & (1 << ImGuiDir_Up));
const bool end_pressed = IsKeyPressed(g.IO.KeyMap[ImGuiKey_End]) && (allowed_dir_flags & (1 << ImGuiDir_Down));
const bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && !IsActiveIdUsingKey(ImGuiKey_PageUp);
const bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && !IsActiveIdUsingKey(ImGuiKey_PageDown);
const bool home_pressed = IsKeyPressed(g.IO.KeyMap[ImGuiKey_Home]) && !IsActiveIdUsingKey(ImGuiKey_Home);
const bool end_pressed = IsKeyPressed(g.IO.KeyMap[ImGuiKey_End]) && !IsActiveIdUsingKey(ImGuiKey_End);
if (page_up_held != page_down_held || home_pressed != end_pressed) // If either (not both) are pressed
{
if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll)

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@ -986,7 +986,6 @@ enum ImGuiNavInput_
// [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
// Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt
ImGuiNavInput_KeyTab_, // tab // = Tab key
ImGuiNavInput_KeyLeft_, // move left // = Arrow keys
ImGuiNavInput_KeyRight_, // move right
ImGuiNavInput_KeyUp_, // move up

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@ -900,8 +900,9 @@ struct ImGuiContext
bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch.
bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state.
bool ActiveIdHasBeenEditedThisFrame;
int ActiveIdAllowNavDirFlags; // Active widget allows using directional navigation (e.g. can activate a button and move away from it)
int ActiveIdBlockNavInputFlags;
ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those directional navigation requests (e.g. can activate a button and move away from it)
ImU32 ActiveIdUsingNavInputMask; // Active widget will want to read those nav inputs.
ImU64 ActiveIdUsingKeyInputMask; // Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array.
ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
ImGuiWindow* ActiveIdWindow;
ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard)
@ -1092,8 +1093,9 @@ struct ImGuiContext
ActiveIdHasBeenPressedBefore = false;
ActiveIdHasBeenEditedBefore = false;
ActiveIdHasBeenEditedThisFrame = false;
ActiveIdAllowNavDirFlags = 0x00;
ActiveIdBlockNavInputFlags = 0x00;
ActiveIdUsingNavDirMask = 0x00;
ActiveIdUsingNavInputMask = 0x00;
ActiveIdUsingKeyInputMask = 0x00;
ActiveIdClickOffset = ImVec2(-1,-1);
ActiveIdWindow = NULL;
ActiveIdSource = ImGuiInputSource_None;
@ -1584,9 +1586,13 @@ namespace ImGui
IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel);
// Inputs
// FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions.
inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; }
inline bool IsActiveIdUsingNavInput(ImGuiNavInput input) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavInputMask & (1 << input)) != 0; }
inline bool IsActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; IM_ASSERT(key < 64); return (g.ActiveIdUsingKeyInputMask & ((ImU64)1 << key)) != 0; }
IMGUI_API bool IsMouseDragPastThreshold(int button, float lock_threshold = -1.0f);
inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { const int key_index = GImGui->IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; }
inline bool IsNavInputDown(ImGuiNavInput n) { return GImGui->IO.NavInputs[n] > 0.0f; }
inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { ImGuiContext& g = *GImGui; const int key_index = g.IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; }
inline bool IsNavInputDown(ImGuiNavInput n) { ImGuiContext& g = *GImGui; return g.IO.NavInputs[n] > 0.0f; }
inline bool IsNavInputPressed(ImGuiNavInput n, ImGuiInputReadMode mode) { return GetNavInputAmount(n, mode) > 0.0f; }
inline bool IsNavInputPressedAnyOfTwo(ImGuiNavInput n1, ImGuiNavInput n2, ImGuiInputReadMode mode) { return (GetNavInputAmount(n1, mode) + GetNavInputAmount(n2, mode)) > 0.0f; }

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@ -557,7 +557,6 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
SetActiveID(id, window);
if ((nav_activated_by_code || nav_activated_by_inputs) && !(flags & ImGuiButtonFlags_NoNavFocus))
SetFocusID(id, window);
g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right) | (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
}
}
@ -2093,7 +2092,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, floa
SetActiveID(id, window);
SetFocusID(id, window);
FocusWindow(window);
g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
if (focus_requested || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavInputId == id)
{
temp_input_start = true;
@ -2542,7 +2541,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co
SetActiveID(id, window);
SetFocusID(id, window);
FocusWindow(window);
g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
if (focus_requested || (clicked && g.IO.KeyCtrl) || g.NavInputId == id)
{
temp_input_start = true;
@ -2696,7 +2695,7 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d
SetActiveID(id, window);
SetFocusID(id, window);
FocusWindow(window);
g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
}
// Draw frame
@ -3505,12 +3504,17 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
SetActiveID(id, window);
SetFocusID(id, window);
FocusWindow(window);
// Declare our inputs
IM_ASSERT(ImGuiNavInput_COUNT < 32);
g.ActiveIdBlockNavInputFlags = (1 << ImGuiNavInput_Cancel);
if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory))
g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);
g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_Home) | ((ImU64)1 << ImGuiKey_End);
if (is_multiline)
g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_PageUp) | ((ImU64)1 << ImGuiKey_PageDown); // FIXME-NAV: Page up/down actually not supported yet by widget, but claim them ahead.
if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character.
g.ActiveIdBlockNavInputFlags |= (1 << ImGuiNavInput_KeyTab_);
if (!is_multiline && !(flags & ImGuiInputTextFlags_CallbackHistory))
g.ActiveIdAllowNavDirFlags = ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down));
g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_Tab);
}
// We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function)