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Internals: (Breaking) renamed NavDisableMouseHover to NavHighlightIte…
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…mUnderNav.

Considering adding NavHighlightItemUnderMouse as well, but would require to resolve quite a few ambiguities and for a feature we don't have yet.
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ocornut committed Oct 18, 2024
1 parent 0536ace commit 0bae2db
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Showing 3 changed files with 27 additions and 26 deletions.
30 changes: 15 additions & 15 deletions imgui.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -3911,7 +3911,7 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas)
NavIdIsAlive = false;
NavMousePosDirty = false;
NavCursorVisible = false;
NavDisableMouseHover = false;
NavHighlightItemUnderNav = false;

NavAnyRequest = false;
NavInitRequest = false;
Expand Down Expand Up @@ -4444,7 +4444,7 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
ImGuiWindow* window = g.CurrentWindow;
IM_ASSERT_USER_ERROR((flags & ~ImGuiHoveredFlags_AllowedMaskForIsItemHovered) == 0, "Invalid flags for IsItemHovered()!");

if (g.NavDisableMouseHover && g.NavCursorVisible && !(flags & ImGuiHoveredFlags_NoNavOverride))
if (g.NavHighlightItemUnderNav && g.NavCursorVisible && !(flags & ImGuiHoveredFlags_NoNavOverride))
{
if (!IsItemFocused())
return false;
Expand Down Expand Up @@ -4615,7 +4615,7 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flag
}
#endif

if (g.NavDisableMouseHover && (item_flags & ImGuiItemFlags_NoNavDisableMouseHover) == 0)
if (g.NavHighlightItemUnderNav && (item_flags & ImGuiItemFlags_NoNavDisableMouseHover) == 0)
return false;

return true;
Expand Down Expand Up @@ -6589,7 +6589,7 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si
g.NavWindowingAccumDeltaSize += nav_resize_dir * resize_step;
g.NavWindowingAccumDeltaSize = ImMax(g.NavWindowingAccumDeltaSize, clamp_rect.Min - window->Pos - window->Size); // We need Pos+Size >= clmap_rect.Min, so Size >= clmap_rect.Min - Pos, so size_delta >= clmap_rect.Min - window->Pos - window->Size
g.NavWindowingToggleLayer = false;
g.NavDisableMouseHover = true;
g.NavHighlightItemUnderNav = true;
resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);
ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaSize);
if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
Expand Down Expand Up @@ -7859,7 +7859,7 @@ void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags)
if (g.NavWindow != window)
{
SetNavWindow(window);
if (window && g.NavDisableMouseHover)
if (window && g.NavHighlightItemUnderNav)
g.NavMousePosDirty = true;
g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
g.NavLayer = ImGuiNavLayer_Main;
Expand Down Expand Up @@ -9778,7 +9778,7 @@ static void ImGui::UpdateMouseInputs()

// If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true.
if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)
g.NavDisableMouseHover = false;
g.NavHighlightItemUnderNav = false;

for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
{
Expand Down Expand Up @@ -9817,7 +9817,7 @@ static void ImGui::UpdateMouseInputs()

// Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation
if (io.MouseClicked[i])
g.NavDisableMouseHover = false;
g.NavHighlightItemUnderNav = false;
}
}

Expand Down Expand Up @@ -12189,7 +12189,7 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)

ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET_MOUSE * scale;
ImRect r_avoid;
if (g.NavCursorVisible && g.NavDisableMouseHover && !g.IO.ConfigNavMoveSetMousePos)
if (g.NavCursorVisible && g.NavHighlightItemUnderNav && !g.IO.ConfigNavMoveSetMousePos)
r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);
else
r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * scale, ref_pos.y + 24 * scale); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
Expand Down Expand Up @@ -12270,7 +12270,7 @@ void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect);

if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
g.NavDisableMouseHover = true;
g.NavHighlightItemUnderNav = true;
else
g.NavCursorVisible = false;

Expand Down Expand Up @@ -12739,7 +12739,7 @@ void ImGui::NavRestoreHighlightAfterMove()
{
ImGuiContext& g = *GImGui;
g.NavCursorVisible = true;
g.NavDisableMouseHover = g.NavMousePosDirty = true;
g.NavHighlightItemUnderNav = g.NavMousePosDirty = true;
}

static inline void ImGui::NavUpdateAnyRequestFlag()
Expand Down Expand Up @@ -12789,7 +12789,7 @@ static ImGuiInputSource ImGui::NavCalcPreferredRefPosSource()
const bool activated_shortcut = g.ActiveId != 0 && g.ActiveIdFromShortcut && g.ActiveId == g.LastItemData.ID;

// Testing for !activated_shortcut here could in theory be removed if we decided that activating a remote shortcut altered one of the g.NavDisableXXX flag.
if ((!g.NavCursorVisible || !g.NavDisableMouseHover || !window) && !activated_shortcut)
if ((!g.NavCursorVisible || !g.NavHighlightItemUnderNav || !window) && !activated_shortcut)
return ImGuiInputSource_Mouse;
else
return ImGuiInputSource_Keyboard; // or Nav in general
Expand Down Expand Up @@ -12897,7 +12897,7 @@ static void ImGui::NavUpdate()
// Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling)
bool set_mouse_pos = false;
if (g.NavMousePosDirty && g.NavIdIsAlive)
if (g.NavCursorVisible && g.NavDisableMouseHover && g.NavWindow)
if (g.NavCursorVisible && g.NavHighlightItemUnderNav && g.NavWindow)
set_mouse_pos = true;
g.NavMousePosDirty = false;
IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu);
Expand Down Expand Up @@ -13004,7 +13004,7 @@ static void ImGui::NavUpdate()
if (!nav_keyboard_active && !nav_gamepad_active)
{
g.NavCursorVisible = false;
g.NavDisableMouseHover = set_mouse_pos = false;
g.NavHighlightItemUnderNav = set_mouse_pos = false;
}

// Update mouse position if requested
Expand Down Expand Up @@ -13717,7 +13717,7 @@ static void ImGui::NavUpdateWindowing()
const float NAV_MOVE_SPEED = 800.0f;
const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
g.NavWindowingAccumDeltaPos += nav_move_dir * move_step;
g.NavDisableMouseHover = true;
g.NavHighlightItemUnderNav = true;
ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaPos);
if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
{
Expand Down Expand Up @@ -15823,7 +15823,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
Text("NavActivateId/DownId/PressedId: %08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId);
Text("NavActivateFlags: %04X", g.NavActivateFlags);
Text("NavCursorVisible: %d, NavDisableMouseHover: %d", g.NavCursorVisible, g.NavDisableMouseHover);
Text("NavCursorVisible: %d, NavHighlightItemUnderNav: %d", g.NavCursorVisible, g.NavHighlightItemUnderNav);
Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId);
Text("NavFocusRoute[] = ");
for (int path_n = g.NavFocusRoute.Size - 1; path_n >= 0; path_n--)
Expand Down
9 changes: 5 additions & 4 deletions imgui_internal.h
Original file line number Diff line number Diff line change
Expand Up @@ -833,7 +833,7 @@ enum ImGuiItemFlagsPrivate_
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)
ImGuiItemFlags_NoWindowHoverableCheck = 1 << 13, // false // Disable hoverable check in ItemHoverable()
ImGuiItemFlags_AllowOverlap = 1 << 14, // false // Allow being overlapped by another widget. Not-hovered to Hovered transition deferred by a frame.
ImGuiItemFlags_NoNavDisableMouseHover = 1 << 15, // false // Nav keyboard/gamepad mode doesn't disable hover.
ImGuiItemFlags_NoNavDisableMouseHover = 1 << 15, // false // Nav keyboard/gamepad mode doesn't disable hover highlight (behave as if NavHighlightItemUnderNav==false).
ImGuiItemFlags_NoMarkEdited = 1 << 16, // false // Skip calling MarkItemEdited()

// Controlled by widget code
Expand Down Expand Up @@ -2133,6 +2133,10 @@ struct ImGuiContext
ImVector<ImGuiViewportP*> Viewports; // Active viewports (Size==1 in 'master' branch). Each viewports hold their copy of ImDrawData.

// Gamepad/keyboard Navigation
bool NavCursorVisible; // Nav focus cursor/rectangle is visible? We hide it after a mouse click. We show it after a nav move.
bool NavHighlightItemUnderNav; // Disable mouse hovering highlight. Highlight navigation focused item instead of mouse hovered item.
//bool NavDisableHighlight; // Old name for !g.NavCursorVisible before 1.91.4 (2024/10/18). OPPOSITE VALUE (g.NavDisableHighlight == !g.NavCursorVisible)
//bool NavDisableMouseHover; // Old name for g.NavHighlightItemUnderNav before 1.91.1 (2024/10/18) this was called When user starts using keyboard/gamepad, we hide mouse hovering highlight until mouse is touched again.
ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow'
ImGuiID NavId; // Focused item for navigation
ImGuiID NavFocusScopeId; // Focused focus scope (e.g. selection code often wants to "clear other items" when landing on an item of the same scope)
Expand All @@ -2150,9 +2154,6 @@ struct ImGuiContext
ImGuiSelectionUserData NavLastValidSelectionUserData; // Last valid data passed to SetNextItemSelectionUser(), or -1. For current window. Not reset when focusing an item that doesn't have selection data.
bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid
bool NavMousePosDirty; // When set we will update mouse position if io.ConfigNavMoveSetMousePos is set (not enabled by default)
bool NavCursorVisible; // Nav focus rectangle is visible? We hide it after a mouse click. We show it after a nav move.
//bool NavDisableHighlight; // Before 1.91.4 (2024/10/18) we used g.NavDisableHighlight. g.NavCursorVisible is the new variable name, with opposite value (g.NavDisableHighlight = !g.NavCursorVisible)
bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again.

// Navigation: Init & Move Requests
bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest this is to perform early out in ItemAdd()
Expand Down
14 changes: 7 additions & 7 deletions imgui_widgets.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -625,7 +625,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool

// Gamepad/Keyboard handling
// We report navigated and navigation-activated items as hovered but we don't set g.HoveredId to not interfere with mouse.
if (g.NavId == id && g.NavCursorVisible && g.NavDisableMouseHover)
if (g.NavId == id && g.NavCursorVisible && g.NavHighlightItemUnderNav)
if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus))
hovered = true;
if (g.NavActivateDownId == id)
Expand Down Expand Up @@ -4476,7 +4476,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags | ImGuiItemFlags_NoNavDisableMouseHover);
if (hovered)
SetMouseCursor(ImGuiMouseCursor_TextInput);
if (hovered && g.NavDisableMouseHover)
if (hovered && g.NavHighlightItemUnderNav)
hovered = false;

// We are only allowed to access the state if we are already the active widget.
Expand Down Expand Up @@ -6628,7 +6628,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
if ((flags & ImGuiTreeNodeFlags_OpenOnMask_) == 0 || (g.NavActivateId == id && !is_multi_select))
toggled = true; // Single click
if (flags & ImGuiTreeNodeFlags_OpenOnArrow)
toggled |= is_mouse_x_over_arrow && !g.NavDisableMouseHover; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job
toggled |= is_mouse_x_over_arrow && !g.NavHighlightItemUnderNav; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job
if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseClickedCount[0] == 2)
toggled = true; // Double click
}
Expand Down Expand Up @@ -6998,7 +6998,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
// Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with gamepad/keyboard
if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover)))
{
if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent)
if (!g.NavHighlightItemUnderNav && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent)
{
SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId, WindowRectAbsToRel(window, bb)); // (bb == NavRect)
g.NavCursorVisible = false;
Expand Down Expand Up @@ -8625,7 +8625,7 @@ void ImGui::EndMenuBar()
FocusWindow(window);
SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
g.NavCursorVisible = false; // Hide nav cursor for the current frame so we don't see the intermediary selection.
g.NavDisableMouseHover = g.NavMousePosDirty = true;
g.NavHighlightItemUnderNav = g.NavMousePosDirty = true;
NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); // Repeat
}
}
Expand Down Expand Up @@ -8833,7 +8833,7 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
if (!enabled)
EndDisabled();

const bool hovered = (g.HoveredId == id) && enabled && !g.NavDisableMouseHover;
const bool hovered = (g.HoveredId == id) && enabled && !g.NavHighlightItemUnderNav;
if (menuset_is_open)
PopItemFlag();

Expand Down Expand Up @@ -8868,7 +8868,7 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
// The 'HovereWindow == window' check creates an inconsistency (e.g. moving away from menu slowly tends to hit same window, whereas moving away fast does not)
// But we also need to not close the top-menu menu when moving over void. Perhaps we should extend the triangle check to a larger polygon.
// (Remember to test this on BeginPopup("A")->BeginMenu("B") sequence which behaves slightly differently as B isn't a Child of A and hovering isn't shared.)
if (menu_is_open && !hovered && g.HoveredWindow == window && !moving_toward_child_menu && !g.NavDisableMouseHover && g.ActiveId == 0)
if (menu_is_open && !hovered && g.HoveredWindow == window && !moving_toward_child_menu && !g.NavHighlightItemUnderNav && g.ActiveId == 0)
want_close = true;

// Open
Expand Down

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