Nav: Fixed issues with nav request being transferred to another window when calling SetKeyboardFocusHere() and simultaneous changing window focus. (#4449)
diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt
index e1e8737..22152e9 100644
--- a/docs/CHANGELOG.txt
+++ b/docs/CHANGELOG.txt
@@ -82,6 +82,8 @@
- InputScalar: Automatically allow hexadecimal input when format is %X (without extra flag).
- InputScalar: Automatically allow scientific input when format is float/double (without extra flag).
- 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)
- 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
diff --git a/imgui.cpp b/imgui.cpp
index 19fac15..bfd624f 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -7383,7 +7383,10 @@
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
IM_ASSERT(offset >= -1); // -1 is allowed but not below
+
g.NavWindow = window;
+ g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
+
ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, ImGuiNavMoveFlags_Tabbing | ImGuiNavMoveFlags_FocusApi, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
if (offset == -1)
@@ -9574,8 +9577,11 @@
// Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)
const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
if (g.NavWindow != window)
- g.NavInitRequest = false;
- g.NavWindow = window;
+ {
+ g.NavWindow = window;
+ g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
+ NavUpdateAnyRequestFlag();
+ }
g.NavId = id;
g.NavLayer = nav_layer;
g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;
@@ -9823,7 +9829,12 @@
// Update window-relative bounding box of navigated item
if (g.NavId == id)
{
- g.NavWindow = window; // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window.
+ if (g.NavWindow != window)
+ {
+ g.NavWindow = window; // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window.
+ g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
+ NavUpdateAnyRequestFlag();
+ }
g.NavLayer = window->DC.NavLayerCurrent;
g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;
g.NavIdIsAlive = true;
@@ -9901,10 +9912,11 @@
g.NavMoveScrollFlags = scroll_flags;
g.NavMoveForwardToNextFrame = false;
g.NavMoveKeyMods = g.IO.KeyMods;
- g.NavTabbingCounter = 0;
g.NavMoveResultLocal.Clear();
g.NavMoveResultLocalVisible.Clear();
g.NavMoveResultOther.Clear();
+ g.NavTabbingCounter = 0;
+ g.NavTabbingResultFirst.Clear();
NavUpdateAnyRequestFlag();
}
@@ -9971,7 +9983,7 @@
{
ImGuiContext& g = *GImGui;
if (layer == ImGuiNavLayer_Main)
- g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow);
+ g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow); // FIXME-NAV: Should clear ongoing nav requests?
ImGuiWindow* window = g.NavWindow;
if (window->NavLastIds[layer] != 0)
{
@@ -10451,7 +10463,6 @@
ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down;
NavMoveRequestSubmit(ImGuiDir_None, clip_dir, ImGuiNavMoveFlags_Tabbing, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
- g.NavTabbingResultFirst.Clear();
g.NavTabbingCounter = -1;
}
diff --git a/imgui.h b/imgui.h
index 20b6ea9..4a8a486 100644
--- a/imgui.h
+++ b/imgui.h
@@ -65,7 +65,7 @@
// 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)
#define IMGUI_VERSION "1.88 WIP"
-#define IMGUI_VERSION_NUM 18727
+#define IMGUI_VERSION_NUM 18728
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
#define IMGUI_HAS_TABLE