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Nav: Fixed nav movement in a scope with only one disabled item from f…
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…ocusing the disabled item. (#5189)
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ocornut committed Apr 13, 2022
1 parent fc203c7 commit 088487a
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Showing 2 changed files with 3 additions and 2 deletions.
1 change: 1 addition & 0 deletions docs/CHANGELOG.txt
Original file line number Diff line number Diff line change
Expand Up @@ -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
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4 changes: 2 additions & 2 deletions imgui.cpp
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Expand Up @@ -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;
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