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Nav: Removed io.NavUsable --> io.NavActive, io.NavActive --> io.NavVisible. (#787). NavActive takes account of NavFlags enable flags.
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parent
22f7de0fbd
commit
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12
imgui.cpp
12
imgui.cpp
@ -221,8 +221,8 @@
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- For gamepad use, the easiest approach is to go all-or-nothing, with a buttons combo that toggle your inputs between imgui and your game/application.
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- For gamepad use, the easiest approach is to go all-or-nothing, with a buttons combo that toggle your inputs between imgui and your game/application.
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Sharing inputs in a more advanced or granular way between imgui and your game/application may be tricky and requires further work on imgui.
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Sharing inputs in a more advanced or granular way between imgui and your game/application may be tricky and requires further work on imgui.
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For more advanced uses, you may want to use:
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For more advanced uses, you may want to use:
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- io.NavUsable: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
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- io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
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- io.NavActive: true when the navigation cursor is visible (and usually goes false when mouse is used).
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- io.NavVisible: true when the navigation cursor is visible (and usually goes false when mouse is used).
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- query focus information with IsWindowFocused(), IsAnyWindowFocused(), IsAnyItemFocused() functions.
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- query focus information with IsWindowFocused(), IsAnyWindowFocused(), IsAnyItemFocused() functions.
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The reality is more complex than what those flags can express. Please discuss your issues and usage scenario in the thread above!
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The reality is more complex than what those flags can express. Please discuss your issues and usage scenario in the thread above!
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As we head toward more keyboard-oriented development this aspect will need to be improved.
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As we head toward more keyboard-oriented development this aspect will need to be improved.
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@ -2281,7 +2281,7 @@ static void NavMoveRequestCancel()
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static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id)
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static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id)
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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//if (!g.IO.NavUsable) // [2017/10/06] Removed this possibly redundant test but I am not sure of all the side-effects yet. Some of the feature here will need to work regardless of using a _NoNavInputs flag.
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//if (!g.IO.NavActive) // [2017/10/06] Removed this possibly redundant test but I am not sure of all the side-effects yet. Some of the feature here will need to work regardless of using a _NoNavInputs flag.
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// return;
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// return;
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const ImGuiItemFlags item_flags = window->DC.ItemFlags;
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const ImGuiItemFlags item_flags = window->DC.ItemFlags;
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@ -2947,8 +2947,8 @@ static void ImGui::NavUpdate()
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NavUpdateWindowing();
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NavUpdateWindowing();
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// Set output flags for user application
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// Set output flags for user application
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g.IO.NavUsable = g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
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g.IO.NavActive = (g.IO.NavFlags & (ImGuiNavFlags_EnableGamepad | ImGuiNavFlags_EnableKeyboard)) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
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g.IO.NavActive = (g.IO.NavUsable && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL) || g.NavInitRequest;
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g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL) || g.NavInitRequest;
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// Process NavCancel input (to close a popup, get back to parent, clear focus)
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// Process NavCancel input (to close a popup, get back to parent, clear focus)
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if (IsNavInputPressed(ImGuiNavInput_PadCancel, ImGuiInputReadMode_Pressed))
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if (IsNavInputPressed(ImGuiNavInput_PadCancel, ImGuiInputReadMode_Pressed))
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@ -13017,7 +13017,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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ImGui::Text("ActiveId: 0x%08X/0x%08X (%.2f sec), ActiveIdSource: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, input_source_names[g.ActiveIdSource]);
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ImGui::Text("ActiveId: 0x%08X/0x%08X (%.2f sec), ActiveIdSource: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, input_source_names[g.ActiveIdSource]);
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ImGui::Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
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ImGui::Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
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ImGui::Text("NavWindow: '%s', NavId: 0x%08X, NavLayer: %d", g.NavWindow ? g.NavWindow->Name : "NULL", g.NavId, g.NavLayer);
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ImGui::Text("NavWindow: '%s', NavId: 0x%08X, NavLayer: %d", g.NavWindow ? g.NavWindow->Name : "NULL", g.NavId, g.NavLayer);
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ImGui::Text("NavUsable: %d, NavActive: %d", g.IO.NavUsable, g.IO.NavActive);
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ImGui::Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
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ImGui::Text("NavActivateId: 0x%08X, NavInputId: 0x%08X", g.NavActivateId, g.NavInputId);
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ImGui::Text("NavActivateId: 0x%08X, NavInputId: 0x%08X", g.NavActivateId, g.NavInputId);
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ImGui::Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
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ImGui::Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
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ImGui::Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
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ImGui::Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
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4
imgui.h
4
imgui.h
@ -1016,8 +1016,8 @@ struct ImGuiIO
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bool WantCaptureKeyboard; // When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. This is set by ImGui when it wants to use your keyboard inputs.
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bool WantCaptureKeyboard; // When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. This is set by ImGui when it wants to use your keyboard inputs.
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bool WantTextInput; // Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
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bool WantTextInput; // Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
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bool WantMoveMouse; // MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiNavFlags_MoveMouse flag is enabled in io.NavFlags.
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bool WantMoveMouse; // MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiNavFlags_MoveMouse flag is enabled in io.NavFlags.
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bool NavUsable; // Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) ~ a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
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bool NavActive; // Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
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bool NavActive; // Directional navigation is active/visible and currently allowed (will handle ImGuiKey_NavXXX events).
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bool NavVisible; // Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
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float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
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float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
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int MetricsAllocs; // Number of active memory allocations
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int MetricsAllocs; // Number of active memory allocations
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int MetricsRenderVertices; // Vertices output during last call to Render()
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int MetricsRenderVertices; // Vertices output during last call to Render()
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@ -1818,7 +1818,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
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ImGui::Text("Keys release:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyReleased(i)) { ImGui::SameLine(); ImGui::Text("%d", i); }
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ImGui::Text("Keys release:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyReleased(i)) { ImGui::SameLine(); ImGui::Text("%d", i); }
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ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
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ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
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ImGui::Text("NavUsable: %d, NavActive: %d", io.NavUsable, io.NavActive);
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ImGui::Text("NavActive: %d, NavVisible: %d", io.NavActive, io.NavVisible);
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ImGui::Text("NavInputs down:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputs[i] > 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f", i, io.NavInputs[i]); }
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ImGui::Text("NavInputs down:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputs[i] > 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f", i, io.NavInputs[i]); }
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ImGui::Text("NavInputs pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] == 0.0f) { ImGui::SameLine(); ImGui::Text("[%d]", i); }
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ImGui::Text("NavInputs pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] == 0.0f) { ImGui::SameLine(); ImGui::Text("[%d]", i); }
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ImGui::Text("NavInputs duration:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f", i, io.NavInputsDownDuration[i]); }
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ImGui::Text("NavInputs duration:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f", i, io.NavInputsDownDuration[i]); }
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