Nav, Internals: wrap changes to g.NavWindow into a helper function to help track/log changes.
Amend 076d8fc. Eventually we should REALLY clean up the SetNavWindow SetNavID SetFocusID FocusWindow fiasco.
diff --git a/docs/TODO.txt b/docs/TODO.txt
index d2f0da5..cb7e6be 100644
--- a/docs/TODO.txt
+++ b/docs/TODO.txt
@@ -113,6 +113,8 @@
- layout: (R&D) local multi-pass layout mode.
- layout: (R&D) bind authored layout data (created by an off-line tool), items fetch their pos/size at submission, self-optimize data structures to stable linear access.
+ - tables: see https://github.com/ocornut/imgui/issues/2957#issuecomment-569726095
+
- group: BeginGroup() needs a border option. (~#1496)
- group: IsHovered() after EndGroup() covers whole AABB rather than the intersection of individual items. Is that desirable?
- group: merge deactivation/activation within same group (fwd WasEdited flag). (#2550)
diff --git a/imgui.cpp b/imgui.cpp
index 5af94dd..51f3d9b 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -6784,16 +6784,13 @@
if (g.NavWindow != window)
{
- IMGUI_DEBUG_LOG_FOCUS("[focus] FocusWindow(\"%s\")\n", window ? window->Name : "<NULL>");
- g.NavWindow = window;
+ SetNavWindow(window);
if (window && g.NavDisableMouseHover)
g.NavMousePosDirty = true;
g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
+ g.NavLayer = ImGuiNavLayer_Main;
g.NavFocusScopeId = 0;
g.NavIdIsAlive = false;
- g.NavLayer = ImGuiNavLayer_Main;
- g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
- NavUpdateAnyRequestFlag();
}
// Close popups if any
@@ -7387,8 +7384,7 @@
ImGuiWindow* window = g.CurrentWindow;
IM_ASSERT(offset >= -1); // -1 is allowed but not below
- g.NavWindow = window;
- g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
+ SetNavWindow(window);
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.
@@ -9561,8 +9557,22 @@
// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
//-----------------------------------------------------------------------------
-// FIXME-NAV: The existence of SetNavID vs SetFocusID properly needs to be clarified/reworked.
-// In our terminology those should be interchangeable. Those two functions are merely a legacy artifact, so at minimum naming should be clarified.
+// FIXME-NAV: The existence of SetNavID vs SetFocusID vs FocusWindow() needs to be clarified/reworked.
+// In our terminology those should be interchangeable, yet right now this is super confusing.
+// Those two functions are merely a legacy artifact, so at minimum naming should be clarified.
+
+void ImGui::SetNavWindow(ImGuiWindow* window)
+{
+ ImGuiContext& g = *GImGui;
+ if (g.NavWindow != window)
+ {
+ IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")\n", window ? window->Name : "<NULL>");
+ g.NavWindow = window;
+ }
+ g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
+ NavUpdateAnyRequestFlag();
+}
+
void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel)
{
ImGuiContext& g = *GImGui;
@@ -9580,15 +9590,12 @@
ImGuiContext& g = *GImGui;
IM_ASSERT(id != 0);
+ if (g.NavWindow != window)
+ SetNavWindow(window);
+
// Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and window->DC.NavFocusScopeIdCurrent are valid.
// 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.NavWindow = window;
- g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
- NavUpdateAnyRequestFlag();
- }
g.NavId = id;
g.NavLayer = nav_layer;
g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;
@@ -9837,11 +9844,7 @@
if (g.NavId == id)
{
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();
- }
+ SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window.
g.NavLayer = window->DC.NavLayerCurrent;
g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;
g.NavIdIsAlive = true;
@@ -9990,7 +9993,12 @@
{
ImGuiContext& g = *GImGui;
if (layer == ImGuiNavLayer_Main)
+ {
+ ImGuiWindow* prev_nav_window = g.NavWindow;
g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow); // FIXME-NAV: Should clear ongoing nav requests?
+ if (prev_nav_window)
+ IMGUI_DEBUG_LOG_FOCUS("[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name);
+ }
ImGuiWindow* window = g.NavWindow;
if (window->NavLastIds[layer] != 0)
{
@@ -10527,7 +10535,11 @@
}
}
- g.NavWindow = result->Window;
+ if (g.NavWindow != result->Window)
+ {
+ IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name);
+ g.NavWindow = result->Window;
+ }
if (g.ActiveId != result->ID)
ClearActiveID();
if (g.NavId != result->ID)
diff --git a/imgui_internal.h b/imgui_internal.h
index f627ad7..0bee386 100644
--- a/imgui_internal.h
+++ b/imgui_internal.h
@@ -2671,6 +2671,7 @@
IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiNavReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f);
IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate);
IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again.
+ IMGUI_API void SetNavWindow(ImGuiWindow* window);
IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel);
// Focus Scope (WIP)