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InputText: ensure mouse cursor is set regardless of whether keyboard mode is enabled or not. (#6417)
+ Nav comments (#8059)
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@ -73,6 +73,8 @@ Other changes:
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- Tables: fixed initial auto-sizing issue with synched-instances. (#8045, #7218)
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- InputText: fixed an issue with not declaring ownership of Delete/Backspace/Arrow keys,
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preventing use of external shortcuts not guarded by an ActiveId check. (#8048) [@geertbleyen]
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- InputText: ensure mouse cursor shape is set regardless of whether keyboard mode is
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enabled or not. (#6417)
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- Backends: DX11, DX12, SDLRenderer2/3. Vulkan, WGPU: expose selected state in
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ImGui_ImplXXXX_RenderState structures during render loop. (#6969, #5834, #7468, #3590)
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- Backends: DX9, DX10, DX11, DX12, OpenGL, Vulkan, WGPU: Changed default texture sampler
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@ -4606,7 +4606,7 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flag
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}
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#endif
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if (g.NavDisableMouseHover)
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if (g.NavDisableMouseHover && (item_flags & ImGuiItemFlags_NoNavDisableMouseHover) == 0)
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return false;
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return true;
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@ -13340,8 +13340,11 @@ static void ImGui::NavUpdateCancelRequest()
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else
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{
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// Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were
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// FIXME-NAV: This should happen on window appearing.
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if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
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g.NavWindow->NavLastIds[0] = 0;
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// Clear nav focus
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g.NavId = 0;
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}
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}
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@ -833,6 +833,7 @@ enum ImGuiItemFlagsPrivate_
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ImGuiItemFlags_MixedValue = 1 << 12, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets)
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ImGuiItemFlags_NoWindowHoverableCheck = 1 << 13, // false // Disable hoverable check in ItemHoverable()
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ImGuiItemFlags_AllowOverlap = 1 << 14, // false // Allow being overlapped by another widget. Not-hovered to Hovered transition deferred by a frame.
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ImGuiItemFlags_NoNavDisableMouseHover = 1 << 15, // false // Nav keyboard/gamepad mode doesn't disable hover.
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// Controlled by widget code
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ImGuiItemFlags_Inputable = 1 << 20, // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature.
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@ -4462,9 +4462,13 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable))
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return false;
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}
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const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags);
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// Ensure mouse cursor is set even after switching to keyboard/gamepad mode. May generalize further? (#6417)
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bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags | ImGuiItemFlags_NoNavDisableMouseHover);
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if (hovered)
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SetMouseCursor(ImGuiMouseCursor_TextInput);
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if (hovered && g.NavDisableMouseHover)
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hovered = false;
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// We are only allowed to access the state if we are already the active widget.
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ImGuiInputTextState* state = GetInputTextState(id);
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