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Nav: Sets io.WantCaptureKeyboard when navigation is active. This is a little agressive but probably the best default and also a good way to get feedback. Added ImGuiNavFlags_NoCaptureKeyboard to disable this behavior. Comments. (#787)

This commit is contained in:
omar 2018-02-05 16:02:21 +01:00
parent 348c46d21e
commit 92ee6b1185
2 changed files with 9 additions and 3 deletions

View File

@ -3347,7 +3347,7 @@ void ImGui::NewFrame()
g.ModalWindowDarkeningRatio = 0.0f;
}
// Update the WantCaptureMouse/WantCAptureKeyboard flags, so user can capture/discard the inputs away from the rest of their application.
// Update the WantCaptureMouse/WantCaptureKeyboard flags, so user can capture/discard the inputs away from the rest of their application.
// When clicking outside of a window we assume the click is owned by the application and won't request capture. We need to track click ownership.
int mouse_earliest_button_down = -1;
bool mouse_any_down = false;
@ -3365,10 +3365,14 @@ void ImGui::NewFrame()
g.IO.WantCaptureMouse = (g.WantCaptureMouseNextFrame != 0);
else
g.IO.WantCaptureMouse = (mouse_avail_to_imgui && (g.HoveredWindow != NULL || mouse_any_down)) || (!g.OpenPopupStack.empty());
if (g.WantCaptureKeyboardNextFrame != -1)
g.IO.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0);
else
g.IO.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL);
if (g.IO.NavActive && (g.IO.NavFlags & ImGuiNavFlags_EnableKeyboard) && !(g.IO.NavFlags & ImGuiNavFlags_NoCaptureKeyboard))
g.IO.WantCaptureKeyboard = true;
g.IO.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : 0;
g.MouseCursor = ImGuiMouseCursor_Arrow;
g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;

View File

@ -726,7 +726,8 @@ enum ImGuiNavInput_
ImGuiNavInput_PadTweakSlow, // slower tweaks // e.g. L-trigger, analog
ImGuiNavInput_PadTweakFast, // faster tweaks // e.g. R-trigger, analog
// Keyboard Mapping
// [BETA] You can map keyboard keys on the gamepad mapping for most inputs. Will add specialized keyboard mappings as we add features.
// [BETA] To use keyboard control you currently need to map keys to those gamepad inputs: PadActivate (Enter), PadCancel (Escape), PadInput (Enter).
// Will add specialized keyboard mappings as we add features and clarify the input interface.
ImGuiNavInput_KeyMenu, // toggle menu // e.g. ALT
ImGuiNavInput_KeyLeft, // move left // e.g. Arrow keys
ImGuiNavInput_KeyRight, // move right
@ -740,7 +741,8 @@ enum ImGuiNavFlags_
{
ImGuiNavFlags_EnableGamepad = 1 << 0, // Master gamepad navigation enable flag. This is mostly to instruct your imgui binding whether to fill in gamepad navigation inputs.
ImGuiNavFlags_EnableKeyboard = 1 << 1, // Master keyboard navigation enable flag. This is mostly to instruct your imgui binding whether to fill in keyboard navigation inputs.
ImGuiNavFlags_MoveMouse = 1 << 2 // Request navigation to allow move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantMoveMouse=true. If enabled you MUST honor io.WantMoveMouse requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth.
ImGuiNavFlags_MoveMouse = 1 << 2, // Request navigation to allow moving the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantMoveMouse=true. If enabled you MUST honor io.WantMoveMouse requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth.
ImGuiNavFlags_NoCaptureKeyboard = 1 << 3 // Do not set the io.WantCaptureKeyboard flag with io.NavActive is set.
};
// Enumeration for PushStyleColor() / PopStyleColor()