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Nav: Split _NoNav window flag into _NoNavInputs and _NoNavFocus (#323)
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parent
4c4d750cae
commit
e2dd48ae65
10
imgui.cpp
10
imgui.cpp
@ -2476,7 +2476,7 @@ static void NavUpdate()
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}
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// Set output flags for user application
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g.IO.NavUsable = g.FocusedWindow && !(g.FocusedWindow->Flags & ImGuiWindowFlags_NoNav);
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g.IO.NavUsable = g.FocusedWindow && !(g.FocusedWindow->Flags & ImGuiWindowFlags_NoNavInputs);
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g.IO.NavActive = g.IO.NavUsable && g.NavId != 0 && !g.NavDisableHighlight;
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// Process NavCancel input (to close a popup, get back to parent, clear focus)
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@ -2527,7 +2527,7 @@ static void NavUpdate()
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g.NavActivateId = (g.NavId && !g.NavDisableHighlight && !g.NavWindowingTarget && g.ActiveId == 0 && IsKeyPressedMap(ImGuiKey_NavActivate)) ? g.NavId : 0;
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g.NavInputId = (g.NavId && !g.NavDisableHighlight && !g.NavWindowingTarget && g.ActiveId == 0 && IsKeyPressedMap(ImGuiKey_NavInput)) ? g.NavId : 0;
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if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNav))
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if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
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{
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g.NavActivateId = g.NavInputId = 0;
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g.NavDisableHighlight = true;
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@ -2537,7 +2537,7 @@ static void NavUpdate()
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// Initiate directional inputs request
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const int allowed_dir_flags = (g.ActiveId == 0) ? ~0 : g.ActiveIdAllowNavDirFlags;
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g.NavMoveDir = ImGuiNavDir_None;
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if (g.FocusedWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.FocusedWindow->Flags & ImGuiWindowFlags_NoNav))
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if (g.FocusedWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.FocusedWindow->Flags & ImGuiWindowFlags_NoNavInputs))
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{
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if ((allowed_dir_flags & (1<<ImGuiNavDir_Left)) && IsKeyPressedMap(ImGuiKey_NavLeft, true)) g.NavMoveDir = ImGuiNavDir_Left;
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if ((allowed_dir_flags & (1<<ImGuiNavDir_Right)) && IsKeyPressedMap(ImGuiKey_NavRight, true)) g.NavMoveDir = ImGuiNavDir_Right;
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@ -2551,7 +2551,7 @@ static void NavUpdate()
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}
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// Scrolling
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if (g.FocusedWindow && !(g.FocusedWindow->Flags & ImGuiWindowFlags_NoNav))
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if (g.FocusedWindow && !(g.FocusedWindow->Flags & ImGuiWindowFlags_NoNavInputs))
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{
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// Fallback manual-scroll with NavUp/NavDown when window has no navigable item
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const float scroll_speed = ImFloor(g.FocusedWindow->CalcFontSize() * 100 * g.IO.DeltaTime + 0.5f); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
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@ -2808,7 +2808,7 @@ void ImGui::NewFrame()
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// Pressing TAB activate widget focus
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//// NB: Don't discard FocusedWindow if it isn't active, so that a window that go on/off programatically won't lose its keyboard focus. // [2016/07/17] That comment was made invalid by 19d02becef94e8e0f1d432a8bd55cd783876583c
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if (g.ActiveId == 0 && g.FocusedWindow != NULL && g.FocusedWindow->Active && !(g.FocusedWindow->Flags & ImGuiWindowFlags_NoNav) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab, false))
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if (g.ActiveId == 0 && g.FocusedWindow != NULL && g.FocusedWindow->Active && !(g.FocusedWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab, false))
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if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX)
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g.FocusedWindow->FocusIdxTabRequestNext = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1);
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else
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3
imgui.h
3
imgui.h
@ -509,7 +509,8 @@ enum ImGuiWindowFlags_
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ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
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ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
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ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
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ImGuiWindowFlags_NoNav = 1 << 17, // No directional gamepad/keyboard navigation
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ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing of this window with gamepad/keyboard navigation
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ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window
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// [Internal]
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ImGuiWindowFlags_ChildWindow = 1 << 20, // Don't use! For internal use by BeginChild()
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ImGuiWindowFlags_ChildWindowAutoFitX = 1 << 21, // Don't use! For internal use by BeginChild()
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@ -164,7 +164,7 @@ void ImGui::ShowTestWindow(bool* p_open)
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if (no_scrollbar) window_flags |= ImGuiWindowFlags_NoScrollbar;
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if (no_collapse) window_flags |= ImGuiWindowFlags_NoCollapse;
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if (!no_menu) window_flags |= ImGuiWindowFlags_MenuBar;
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if (no_nav) window_flags |= ImGuiWindowFlags_NoNav;
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if (no_nav) window_flags |= ImGuiWindowFlags_NoNavInputs;
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ImGui::SetNextWindowSize(ImVec2(550,680), ImGuiSetCond_FirstUseEver);
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if (!ImGui::Begin("ImGui Demo", p_open, window_flags))
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{
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@ -1904,7 +1904,7 @@ static void ShowExampleAppConstrainedResize(bool* p_open)
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static void ShowExampleAppFixedOverlay(bool* p_open)
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{
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ImGui::SetNextWindowPos(ImVec2(10,10));
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if (!ImGui::Begin("Example: Fixed Overlay", p_open, ImVec2(0,0), 0.3f, ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_NoNav))
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if (!ImGui::Begin("Example: Fixed Overlay", p_open, ImVec2(0,0), 0.3f, ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_NoFocusOnAppearing|ImGuiWindowFlags_NoNavFocus|ImGuiWindowFlags_NoNavInputs))
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{
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ImGui::End();
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return;
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@ -745,7 +745,7 @@ public:
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ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); }
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float MenuBarHeight() const { return (Flags & ImGuiWindowFlags_MenuBar) ? CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f : 0.0f; }
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ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); }
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bool IsNavigableTo() const { return Active && this == this->RootNonPopupWindow && (!(Flags & ImGuiWindowFlags_NoNav) || this == GImGui->FocusedWindow); }
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bool IsNavigableTo() const { return Active && this == this->RootNonPopupWindow && (!(Flags & ImGuiWindowFlags_NoNavFocus) || this == GImGui->FocusedWindow); }
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};
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//-----------------------------------------------------------------------------
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