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Nav: Fixed nav movement in a scope with only one disabled item from focusing the disabled item. (#5189)

ocornut hace 3 años
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088487a3d4
Se han modificado 2 ficheros con 3 adiciones y 2 borrados
  1. 1 0
      docs/CHANGELOG.txt
  2. 2 2
      imgui.cpp

+ 1 - 0
docs/CHANGELOG.txt

@@ -61,6 +61,7 @@ Other Changes:
 - InputScalar: Fixed manual input when using %03d style width in display format string. (#5165, #3133)
 - 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)
 - 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

+ 2 - 2
imgui.cpp

@@ -9724,10 +9724,10 @@ static void ImGui::NavProcessItem()
     const ImGuiItemFlags item_flags = g.LastItemData.InFlags;
 
     // Process Init Request
-    if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent)
+    if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0)
     {
         // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
-        const bool candidate_for_nav_default_focus = (item_flags & (ImGuiItemFlags_NoNavDefaultFocus | ImGuiItemFlags_Disabled)) == 0;
+        const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0;
         if (candidate_for_nav_default_focus || g.NavInitResultId == 0)
         {
             g.NavInitResultId = id;