diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 17c798819..929d45c39 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -71,6 +71,9 @@ Other changes: scrollbar when using thick border sizes. (#8267, #7887) - Windows: Fixed IsItemXXXX() functions not working on append-version of EndChild(). (#8350) Also made some of the fields accessible after BeginChild() to match Begin() logic. +- Tables, Menus: Fixed using BeginTable() in menu layer (any menu bar). (#8355) + It previously overrode the current layer back to main layer, which caused an issue + with MainMenuBar attempted to release focus when leaving the menu layer. - ColorEdit, ColorPicker: Fixed alpha preview broken in 1.91.7. (#8336, #8241). [@PathogenDavid] - Tabs, Style: reworked selected overline rendering to better accommodate for rounded tabs. Reduced default thickness (style.TabBarOverlineSize), diff --git a/imgui.cpp b/imgui.cpp index 92bb96a3f..01180d032 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -14353,7 +14353,7 @@ static void ImGui::NavUpdateWindowing() // Start CTRL+Tab or Square+L/R window selection // (g.ConfigNavWindowingKeyNext/g.ConfigNavWindowingKeyPrev defaults are ImGuiMod_Ctrl|ImGuiKey_Tab and ImGuiMod_Ctrl|ImGuiMod_Shift|ImGuiKey_Tab) - const ImGuiID owner_id = ImHashStr("###NavUpdateWindowing"); + const ImGuiID owner_id = ImHashStr("##NavUpdateWindowing"); const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id); @@ -14563,12 +14563,12 @@ void ImGui::NavUpdateWindowingOverlay() return; if (g.NavWindowingListWindow == NULL) - g.NavWindowingListWindow = FindWindowByName("###NavWindowingList"); + g.NavWindowingListWindow = FindWindowByName("##NavWindowingOverlay"); const ImGuiViewport* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ GetMainViewport(); SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX)); SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f)); PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f); - Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings); + Begin("##NavWindowingOverlay", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings); if (g.ContextName[0] != 0) SeparatorText(g.ContextName); for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--) diff --git a/imgui.h b/imgui.h index ccbebdcc1..6d0918ef7 100644 --- a/imgui.h +++ b/imgui.h @@ -29,7 +29,7 @@ // Library Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345') #define IMGUI_VERSION "1.91.8 WIP" -#define IMGUI_VERSION_NUM 19173 +#define IMGUI_VERSION_NUM 19174 #define IMGUI_HAS_TABLE #define IMGUI_HAS_VIEWPORT // Viewport WIP branch #define IMGUI_HAS_DOCK // Docking WIP branch diff --git a/imgui_internal.h b/imgui_internal.h index c2a1b70bf..a8c44f359 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -238,7 +238,7 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer #endif // Debug Logging for ShowDebugLogWindow(). This is designed for relatively rare events so please don't spam. -#define IMGUI_DEBUG_LOG_ERROR(...) do { ImGuiContext& g2 = *GImGui; if (g2.DebugLogFlags & ImGuiDebugLogFlags_EventError) IMGUI_DEBUG_LOG(__VA_ARGS__); else g2.DebugLogSkippedErrors++; } while (0) +#define IMGUI_DEBUG_LOG_ERROR(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventError) IMGUI_DEBUG_LOG(__VA_ARGS__); else g.DebugLogSkippedErrors++; } while (0) #define IMGUI_DEBUG_LOG_ACTIVEID(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventActiveId) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) #define IMGUI_DEBUG_LOG_FOCUS(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventFocus) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) #define IMGUI_DEBUG_LOG_POPUP(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) @@ -3115,6 +3115,7 @@ struct IMGUI_API ImGuiTable ImGuiTableDrawChannelIdx DummyDrawChannel; // Redirect non-visible columns here. ImGuiTableDrawChannelIdx Bg2DrawChannelCurrent; // For Selectable() and other widgets drawing across columns after the freezing line. Index within DrawSplitter.Channels[] ImGuiTableDrawChannelIdx Bg2DrawChannelUnfrozen; + ImS8 NavLayer; // ImGuiNavLayer at the time of BeginTable(). bool IsLayoutLocked; // Set by TableUpdateLayout() which is called when beginning the first row. bool IsInsideRow; // Set when inside TableBeginRow()/TableEndRow(). bool IsInitializing; @@ -3257,6 +3258,7 @@ namespace ImGui // Fonts, drawing IMGUI_API void SetCurrentFont(ImFont* font); inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } + IMGUI_API void PushPasswordFont(); inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { return GetForegroundDrawList(window->Viewport); } IMGUI_API void AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector* out_list, ImDrawList* draw_list); diff --git a/imgui_tables.cpp b/imgui_tables.cpp index e0df575c4..d5e952d8f 100644 --- a/imgui_tables.cpp +++ b/imgui_tables.cpp @@ -374,6 +374,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG table->ColumnsCount = columns_count; table->IsLayoutLocked = false; table->InnerWidth = inner_width; + table->NavLayer = (ImS8)outer_window->DC.NavLayerCurrent; temp_data->UserOuterSize = outer_size; // Instance data (for instance 0, TableID == TableInstanceID) @@ -1050,7 +1051,8 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) const int column_n = table->DisplayOrderToIndex[order_n]; ImGuiTableColumn* column = &table->Columns[column_n]; - column->NavLayerCurrent = (ImS8)(table->FreezeRowsCount > 0 ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); // Use Count NOT request so Header line changes layer when frozen + // Initial nav layer: using FreezeRowsCount, NOT FreezeRowsRequest, so Header line changes layer when frozen + column->NavLayerCurrent = (ImS8)(table->FreezeRowsCount > 0 ? ImGuiNavLayer_Menu : table->NavLayer); if (offset_x_frozen && table->FreezeColumnsCount == visible_n) { @@ -1493,7 +1495,7 @@ void ImGui::EndTable() if (inner_window != outer_window) { short backup_nav_layers_active_mask = inner_window->DC.NavLayersActiveMask; - inner_window->DC.NavLayersActiveMask |= 1 << ImGuiNavLayer_Main; // So empty table don't appear to navigate differently. + inner_window->DC.NavLayersActiveMask |= 1 << table->NavLayer; // So empty table don't appear to navigate differently. g.CurrentTable = NULL; // To avoid error recovery recursing EndChild(); g.CurrentTable = table; @@ -2032,7 +2034,7 @@ void ImGui::TableEndRow(ImGuiTable* table) if (unfreeze_rows_request) { for (int column_n = 0; column_n < table->ColumnsCount; column_n++) - table->Columns[column_n].NavLayerCurrent = ImGuiNavLayer_Main; + table->Columns[column_n].NavLayerCurrent = table->NavLayer; const float y0 = ImMax(table->RowPosY2 + 1, table->InnerClipRect.Min.y); table_instance->LastFrozenHeight = y0 - table->OuterRect.Min.y; diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 58bdabeff..9fce722a1 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -4252,6 +4252,23 @@ void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, cons BufTextLen += new_text_len; } +void ImGui::PushPasswordFont() +{ + ImGuiContext& g = *GImGui; + ImFont* in_font = g.Font; + ImFont* out_font = &g.InputTextPasswordFont; + const ImFontGlyph* glyph = in_font->FindGlyph('*'); + out_font->FontSize = in_font->FontSize; + out_font->Scale = in_font->Scale; + out_font->Ascent = in_font->Ascent; + out_font->Descent = in_font->Descent; + out_font->ContainerAtlas = in_font->ContainerAtlas; + out_font->FallbackGlyph = glyph; + out_font->FallbackAdvanceX = glyph->AdvanceX; + IM_ASSERT(out_font->Glyphs.Size == 0 && out_font->IndexAdvanceX.Size == 0 && out_font->IndexLookup.Size == 0); + PushFont(out_font); +} + // Return false to discard a character. static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, bool input_source_is_clipboard) { @@ -4662,19 +4679,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Password pushes a temporary font with only a fallback glyph if (is_password && !is_displaying_hint) - { - const ImFontGlyph* glyph = g.Font->FindGlyph('*'); - ImFont* password_font = &g.InputTextPasswordFont; - password_font->FontSize = g.Font->FontSize; - password_font->Scale = g.Font->Scale; - password_font->Ascent = g.Font->Ascent; - password_font->Descent = g.Font->Descent; - password_font->ContainerAtlas = g.Font->ContainerAtlas; - password_font->FallbackGlyph = glyph; - password_font->FallbackAdvanceX = glyph->AdvanceX; - IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty()); - PushFont(password_font); - } + PushPasswordFont(); // Process mouse inputs and character inputs if (g.ActiveId == id) @@ -8632,7 +8637,7 @@ bool ImGui::BeginMenuBar() IM_ASSERT(!window->DC.MenuBarAppending); BeginGroup(); // Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore - PushID("##menubar"); + PushID("##MenuBar"); // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect. // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy. @@ -8776,7 +8781,7 @@ void ImGui::EndMainMenuBar() // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window // FIXME: With this strategy we won't be able to restore a NULL focus. ImGuiContext& g = *GImGui; - if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest) + if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest && g.ActiveId == 0) FocusTopMostWindowUnderOne(g.NavWindow, NULL, NULL, ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild); End();