Added SetKeyboardFocusHere() to set focus from code. Fixed tabbing through tab-disabled fields.

docking
ocornut 10 years ago
parent ec625b7c49
commit ffc8264e9d

@ -1,4 +1,4 @@
// ImGui library v1.13 // ImGui library v1.14 wip
// See ImGui::ShowTestWindow() for sample code. // See ImGui::ShowTestWindow() for sample code.
// Read 'Programmer guide' below for notes on how to setup ImGui in your codebase. // Read 'Programmer guide' below for notes on how to setup ImGui in your codebase.
// Get latest version at https://github.com/ocornut/imgui // Get latest version at https://github.com/ocornut/imgui
@ -185,8 +185,10 @@
- filters: set a current filter that tree node can automatically query to hide themselves - filters: set a current filter that tree node can automatically query to hide themselves
- filters: handle wildcards (with implicit leading/trailing *), regexps - filters: handle wildcards (with implicit leading/trailing *), regexps
- shortcuts: add a shortcut api, e.g. parse "&Save" and/or "Save (CTRL+S)", pass in to widgets or provide simple ways to use (button=activate, input=focus) - shortcuts: add a shortcut api, e.g. parse "&Save" and/or "Save (CTRL+S)", pass in to widgets or provide simple ways to use (button=activate, input=focus)
- input: keyboard: full keyboard navigation and focus. - keyboard: tooltip & combo boxes are messing up / not honoring keyboard tabbing
- keyboard: full keyboard navigation and focus.
- input: support trackpad style scrolling & slider edit. - input: support trackpad style scrolling & slider edit.
- tooltip: move to fit within screen (e.g. when mouse cursor is right of the screen).
- misc: not thread-safe - misc: not thread-safe
- misc: double-clicking on title bar to minimize isn't consistent, perhaps move to single-click on left-most collapse icon? - misc: double-clicking on title bar to minimize isn't consistent, perhaps move to single-click on left-most collapse icon?
- style editor: add a button to print C code. - style editor: add a button to print C code.
@ -775,7 +777,7 @@ public:
ImGuiID GetID(const void* ptr); ImGuiID GetID(const void* ptr);
void AddToRenderList(); void AddToRenderList();
bool FocusItemRegister(bool is_active, int* out_idx = NULL); // Return TRUE if focus is requested bool FocusItemRegister(bool is_active); // Return true if focus is requested
void FocusItemUnregister(); void FocusItemUnregister();
ImGuiAabb Aabb() const { return ImGuiAabb(Pos, Pos+Size); } ImGuiAabb Aabb() const { return ImGuiAabb(Pos, Pos+Size); }
@ -1050,24 +1052,26 @@ ImGuiID ImGuiWindow::GetID(const void* ptr)
return id; return id;
} }
bool ImGuiWindow::FocusItemRegister(bool is_active, int* out_idx) bool ImGuiWindow::FocusItemRegister(bool is_active)
{ {
FocusIdxCounter++;
if (out_idx)
*out_idx = FocusIdxCounter;
ImGuiState& g = GImGui; ImGuiState& g = GImGui;
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
if (!window->DC.AllowKeyboardFocus.back())
return false; const bool allow_keyboard_focus = window->DC.AllowKeyboardFocus.back();
if (allow_keyboard_focus)
FocusIdxCounter++;
// Process input at this point: TAB, Shift-TAB switch focus // Process input at this point: TAB, Shift-TAB switch focus
// We can always TAB out of a widget that doesn't allow tabbing in.
if (FocusIdxRequestNext == IM_INT_MAX && is_active && ImGui::IsKeyPressedMap(ImGuiKey_Tab)) if (FocusIdxRequestNext == IM_INT_MAX && is_active && ImGui::IsKeyPressedMap(ImGuiKey_Tab))
{ {
// Modulo on index will be applied at the end of frame once we've got the total counter of items. // Modulo on index will be applied at the end of frame once we've got the total counter of items.
FocusIdxRequestNext = FocusIdxCounter + (g.IO.KeyShift ? -1 : +1); FocusIdxRequestNext = FocusIdxCounter + (g.IO.KeyShift ? (allow_keyboard_focus ? -1 : 0) : +1);
} }
if (!allow_keyboard_focus)
return false;
const bool focus_requested = (FocusIdxCounter == FocusIdxRequestCurrent); const bool focus_requested = (FocusIdxCounter == FocusIdxRequestCurrent);
return focus_requested; return focus_requested;
} }
@ -2627,6 +2631,12 @@ void SetScrollPosHere()
window->NextScrollY = (window->DC.CursorPos.y + window->ScrollY) - (window->Pos.y + window->SizeFull.y * 0.5f) - (window->TitleBarHeight() + window->WindowPadding().y); window->NextScrollY = (window->DC.CursorPos.y + window->ScrollY) - (window->Pos.y + window->SizeFull.y * 0.5f) - (window->TitleBarHeight() + window->WindowPadding().y);
} }
void SetKeyboardFocusHere()
{
ImGuiWindow* window = GetCurrentWindow();
window->FocusIdxRequestNext = window->FocusIdxCounter;
}
void SetTreeStateStorage(ImGuiStorage* tree) void SetTreeStateStorage(ImGuiStorage* tree)
{ {
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
@ -6021,9 +6031,6 @@ void ShowTestWindow(bool* open)
ImGui::Text("Thanks for clicking me!"); ImGui::Text("Thanks for clicking me!");
} }
static bool check = true;
ImGui::Checkbox("checkbox", &check);
if (ImGui::TreeNode("Tree")) if (ImGui::TreeNode("Tree"))
{ {
for (size_t i = 0; i < 5; i++) for (size_t i = 0; i < 5; i++)
@ -6071,6 +6078,8 @@ void ShowTestWindow(bool* open)
ImGui::TreePop(); ImGui::TreePop();
} }
static bool check = true;
ImGui::Checkbox("checkbox", &check);
static int e = 0; static int e = 0;
ImGui::RadioButton("radio a", &e, 0); ImGui::SameLine(); ImGui::RadioButton("radio a", &e, 0); ImGui::SameLine();
@ -6374,6 +6383,42 @@ void ShowTestWindow(bool* open)
ImGui::BulletText("%s", lines[i]); ImGui::BulletText("%s", lines[i]);
} }
if (ImGui::CollapsingHeader("Keyboard & Focus"))
{
if (ImGui::TreeNode("Tabbing"))
{
ImGui::Text("Use TAB/SHIFT+TAB to cycle thru keyboard editable fields.");
static char buf[32] = "dummy";
ImGui::InputText("1", buf, IM_ARRAYSIZE(buf));
ImGui::InputText("2", buf, IM_ARRAYSIZE(buf));
ImGui::InputText("3", buf, IM_ARRAYSIZE(buf));
ImGui::PushAllowKeyboardFocus(false);
ImGui::InputText("4 (tab skip)", buf, IM_ARRAYSIZE(buf));
//ImGui::SameLine(); ImGui::Text("(?)"); if (ImGui::IsHovered()) ImGui::SetTooltip("Use ImGui::PushAllowKeyboardFocus(bool)\nto disable tabbing through certain widgets.");
ImGui::PopAllowKeyboardFocus();
ImGui::InputText("5", buf, IM_ARRAYSIZE(buf));
ImGui::TreePop();
}
if (ImGui::TreeNode("Focus from code"))
{
bool focus_1 = ImGui::Button("Focus on 1"); ImGui::SameLine();
bool focus_2 = ImGui::Button("Focus on 2"); ImGui::SameLine();
bool focus_3 = ImGui::Button("Focus on 3");
static char buf[128] = "click on a button to set focus";
ImGui::InputText("1", buf, IM_ARRAYSIZE(buf));
if (focus_1) ImGui::SetKeyboardFocusHere();
ImGui::InputText("2", buf, IM_ARRAYSIZE(buf));
if (focus_2) ImGui::SetKeyboardFocusHere();
//ImGui::PushAllowKeyboardFocus(false);
//ImGui::InputText("3 (tab skip)", buf, IM_ARRAYSIZE(buf));
ImGui::InputText("3", buf, IM_ARRAYSIZE(buf));
if (focus_3) ImGui::SetKeyboardFocusHere();
//ImGui::PopAllowKeyboardFocus();
ImGui::TreePop();
}
}
if (ImGui::CollapsingHeader("Long text")) if (ImGui::CollapsingHeader("Long text"))
{ {
static ImGuiTextBuffer log; static ImGuiTextBuffer log;

@ -1,4 +1,4 @@
// ImGui library v1.13 // ImGui library v1.14 wip
// See .cpp file for commentary. // See .cpp file for commentary.
// See ImGui::ShowTestWindow() for sample code. // See ImGui::ShowTestWindow() for sample code.
// Read 'Programmer guide' in .cpp for notes on how to setup ImGui in your codebase. // Read 'Programmer guide' in .cpp for notes on how to setup ImGui in your codebase.
@ -153,12 +153,13 @@ namespace ImGui
ImDrawList* GetWindowDrawList(); // get rendering command-list if you want to append your own draw primitives. ImDrawList* GetWindowDrawList(); // get rendering command-list if you want to append your own draw primitives.
void SetWindowFontScale(float scale); // per-window font scale. Adjust IO.FontBaseScale if you want to scale all windows together. void SetWindowFontScale(float scale); // per-window font scale. Adjust IO.FontBaseScale if you want to scale all windows together.
void SetScrollPosHere(); // adjust scrolling position to center into the current cursor position. void SetScrollPosHere(); // adjust scrolling position to center into the current cursor position.
void SetKeyboardFocusHere();
void SetTreeStateStorage(ImGuiStorage* tree); // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it). void SetTreeStateStorage(ImGuiStorage* tree); // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it).
ImGuiStorage* GetTreeStateStorage(); ImGuiStorage* GetTreeStateStorage();
void PushItemWidth(float item_width); void PushItemWidth(float item_width);
void PopItemWidth(); void PopItemWidth();
float GetItemWidth(); float GetItemWidth();
void PushAllowKeyboardFocus(bool v); void PushAllowKeyboardFocus(bool v); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets.
void PopAllowKeyboardFocus(); void PopAllowKeyboardFocus();
void PushStyleColor(ImGuiCol idx, const ImVec4& col); void PushStyleColor(ImGuiCol idx, const ImVec4& col);
void PopStyleColor(); void PopStyleColor();
@ -419,7 +420,7 @@ struct ImGuiIO
ImVec2 FontTexUvForWhite; // = (0.0f,0.0f) // Font texture must have a white pixel at this UV coordinate. Adjust if you are using custom texture. ImVec2 FontTexUvForWhite; // = (0.0f,0.0f) // Font texture must have a white pixel at this UV coordinate. Adjust if you are using custom texture.
float FontBaseScale; // = 1.0f // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale() float FontBaseScale; // = 1.0f // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()
bool FontAllowUserScaling; // = false // Set to allow scaling text with CTRL+Wheel. bool FontAllowUserScaling; // = false // Set to allow scaling text with CTRL+Wheel.
ImWchar FontFallbackGlyph; // = '?' // Replacement glyph is one isn't found. ImWchar FontFallbackGlyph; // = '?' // Replacement glyph is one isn't found.
float PixelCenterOffset; // = 0.0f // Try to set to 0.5f or 0.375f if rendering is blurry float PixelCenterOffset; // = 0.0f // Try to set to 0.5f or 0.375f if rendering is blurry
//------------------------------------------------------------------ //------------------------------------------------------------------

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