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Nav: Made Enter key submit the same type of Activation event as Space key. (#5606)
Instead of adding NavActivateInputId support in ButtonBehavior() started untangling the mess.
This commit is contained in:
parent
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commit
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@ -47,6 +47,10 @@ Breaking Changes:
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Other changes:
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Other changes:
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- Nav: Made Enter key submit the same type of Activation event as Space key,
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allowing to press buttons with Enter. (#5606)
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(Enter emulates a "prefer text input" activation vs.
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Space emulates a "prefer tweak" activation which is to closer to gamepad controls).
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- Drag and Drop: Fixed handling of overlapping targets when smaller one is submitted
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- Drag and Drop: Fixed handling of overlapping targets when smaller one is submitted
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before and can accept the same data type. (#6183).
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before and can accept the same data type. (#6183).
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- Drag and Drop: Clear drag and drop state as soon as delivery is accepted in order to
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- Drag and Drop: Clear drag and drop state as soon as delivery is accepted in order to
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24
imgui.cpp
24
imgui.cpp
@ -46,7 +46,7 @@ DOCUMENTATION
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- GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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- GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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- HOW A SIMPLE APPLICATION MAY LOOK LIKE
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- HOW A SIMPLE APPLICATION MAY LOOK LIKE
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- HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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- HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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- USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS
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- USING KEYBOARD/GAMEPAD NAVIGATION CONTROLS
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- API BREAKING CHANGES (read me when you update!)
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- API BREAKING CHANGES (read me when you update!)
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- FREQUENTLY ASKED QUESTIONS (FAQ)
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- FREQUENTLY ASKED QUESTIONS (FAQ)
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- Read all answers online: https://www.dearimgui.org/faq, or in docs/FAQ.md (with a Markdown viewer)
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- Read all answers online: https://www.dearimgui.org/faq, or in docs/FAQ.md (with a Markdown viewer)
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@ -344,13 +344,14 @@ CODE
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}
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}
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USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS
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USING KEYBOARD/GAMEPAD NAVIGATION CONTROLS
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------------------------------------------
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------------------------------------------
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- The gamepad/keyboard navigation is fairly functional and keeps being improved.
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- The keyboard/gamepad navigation is fairly functional and keeps being improved.
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- Gamepad support is particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse!
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- Gamepad support is particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse!
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- The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable.
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- The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable.
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- Keyboard:
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- Keyboard:
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- Application: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable.
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- Application: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable.
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- Arrow keys to move. Space or Enter to activate (on a slider/drag: Space will tweak with arrow, Enter will input text).
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- When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard),
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- When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard),
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the io.WantCaptureKeyboard flag will be set. For more advanced uses, you may want to read from:
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the io.WantCaptureKeyboard flag will be set. For more advanced uses, you may want to read from:
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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 a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
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@ -3765,7 +3766,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
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if (id)
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if (id)
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{
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{
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g.ActiveIdIsAlive = id;
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g.ActiveIdIsAlive = id;
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g.ActiveIdSource = (g.NavActivateId == id || g.NavActivateInputId == id || g.NavJustMovedToId == id) ? (ImGuiInputSource)ImGuiInputSource_Nav : ImGuiInputSource_Mouse;
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g.ActiveIdSource = (g.NavActivateId == id || g.NavJustMovedToId == id) ? (ImGuiInputSource)ImGuiInputSource_Nav : ImGuiInputSource_Mouse;
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}
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}
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// Clear declaration of inputs claimed by the widget
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// Clear declaration of inputs claimed by the widget
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@ -11074,7 +11075,7 @@ static void ImGui::NavUpdate()
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NavUpdateCancelRequest();
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NavUpdateCancelRequest();
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// Process manual activation request
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// Process manual activation request
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g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavActivateInputId = 0;
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g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = 0;
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g.NavActivateFlags = ImGuiActivateFlags_None;
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g.NavActivateFlags = ImGuiActivateFlags_None;
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if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
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if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
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{
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{
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@ -11089,12 +11090,12 @@ static void ImGui::NavUpdate()
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}
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}
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if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed)
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if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed)
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{
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{
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g.NavActivateInputId = g.NavId;
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g.NavActivateId = g.NavId;
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g.NavActivateFlags = ImGuiActivateFlags_PreferInput;
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g.NavActivateFlags = ImGuiActivateFlags_PreferInput;
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}
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}
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if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down)
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if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_down))
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g.NavActivateDownId = g.NavId;
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g.NavActivateDownId = g.NavId;
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if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed)
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if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed))
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g.NavActivatePressedId = g.NavId;
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g.NavActivatePressedId = g.NavId;
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}
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}
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if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
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if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
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@ -11106,10 +11107,7 @@ static void ImGui::NavUpdate()
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// FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others)
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// FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others)
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if (g.NavNextActivateId != 0)
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if (g.NavNextActivateId != 0)
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{
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{
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if (g.NavNextActivateFlags & ImGuiActivateFlags_PreferInput)
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g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId;
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g.NavActivateInputId = g.NavNextActivateId;
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else
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g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId;
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g.NavActivateFlags = g.NavNextActivateFlags;
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g.NavActivateFlags = g.NavNextActivateFlags;
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}
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}
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g.NavNextActivateId = 0;
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g.NavNextActivateId = 0;
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@ -13693,7 +13691,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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DebugLocateItemOnHover(g.NavId);
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DebugLocateItemOnHover(g.NavId);
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Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource));
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Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource));
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Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
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Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
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Text("NavActivateId/DownId/PressedId/InputId: %08X/%08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId, g.NavActivateInputId);
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Text("NavActivateId/DownId/PressedId: %08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId);
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Text("NavActivateFlags: %04X", g.NavActivateFlags);
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Text("NavActivateFlags: %04X", g.NavActivateFlags);
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Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
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Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
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Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId);
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Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId);
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2
imgui.h
2
imgui.h
@ -23,7 +23,7 @@
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// Library Version
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// Library Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345')
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345')
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#define IMGUI_VERSION "1.89.4 WIP"
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#define IMGUI_VERSION "1.89.4 WIP"
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#define IMGUI_VERSION_NUM 18934
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#define IMGUI_VERSION_NUM 18935
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#define IMGUI_HAS_TABLE
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#define IMGUI_HAS_TABLE
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/*
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/*
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@ -1415,8 +1415,8 @@ struct ImGuiListClipperData
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enum ImGuiActivateFlags_
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enum ImGuiActivateFlags_
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{
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{
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ImGuiActivateFlags_None = 0,
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ImGuiActivateFlags_None = 0,
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ImGuiActivateFlags_PreferInput = 1 << 0, // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default if keyboard is available.
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ImGuiActivateFlags_PreferInput = 1 << 0, // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default for Enter key.
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ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default if keyboard is not available.
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ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default for Space key and if keyboard is not used.
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ImGuiActivateFlags_TryToPreserveState = 1 << 2, // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection)
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ImGuiActivateFlags_TryToPreserveState = 1 << 2, // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection)
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};
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};
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@ -1833,10 +1833,9 @@ struct ImGuiContext
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ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow'
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ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow'
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ImGuiID NavId; // Focused item for navigation
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ImGuiID NavId; // Focused item for navigation
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ImGuiID NavFocusScopeId; // Identify a selection scope (selection code often wants to "clear other items" when landing on an item of the selection set)
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ImGuiID NavFocusScopeId; // Identify a selection scope (selection code often wants to "clear other items" when landing on an item of the selection set)
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ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem()
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ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem()
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ImGuiID NavActivateDownId; // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0
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ImGuiID NavActivateDownId; // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0
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ImGuiID NavActivatePressedId; // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat)
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ImGuiID NavActivatePressedId; // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat)
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ImGuiID NavActivateInputId; // ~~ IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadInput) ? NavId : 0; ImGuiActivateFlags_PreferInput will be set and NavActivateId will be 0.
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ImGuiActivateFlags NavActivateFlags;
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ImGuiActivateFlags NavActivateFlags;
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ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest).
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ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest).
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ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest).
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ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest).
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@ -2074,7 +2073,7 @@ struct ImGuiContext
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BeginMenuCount = 0;
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BeginMenuCount = 0;
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NavWindow = NULL;
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NavWindow = NULL;
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NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavActivateInputId = 0;
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NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = 0;
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NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;
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NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;
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NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None;
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NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None;
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NavJustMovedToKeyMods = ImGuiMod_None;
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NavJustMovedToKeyMods = ImGuiMod_None;
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@ -3190,7 +3189,7 @@ namespace ImGui
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// Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets that used FocusableItemRegister():
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// Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets that used FocusableItemRegister():
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// (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool tab_focused = FocusableItemRegister(...)'
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// (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool tab_focused = FocusableItemRegister(...)'
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// (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0'
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// (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0'
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// (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_FocusedTabbing) != 0 || g.NavActivateInputId == id' (WIP)
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// (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_FocusedTabbing) != 0 || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))' (WIP)
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// Widget code are simplified as there's no need to call FocusableItemUnregister() while managing the transition from regular widget to TempInputText()
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// Widget code are simplified as there's no need to call FocusableItemUnregister() while managing the transition from regular widget to TempInputText()
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inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd()
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inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd()
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inline void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); } // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem
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inline void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); } // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem
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@ -610,10 +610,11 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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bool nav_activated_by_inputs = (g.NavActivatePressedId == id);
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bool nav_activated_by_inputs = (g.NavActivatePressedId == id);
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if (!nav_activated_by_inputs && (flags & ImGuiButtonFlags_Repeat))
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if (!nav_activated_by_inputs && (flags & ImGuiButtonFlags_Repeat))
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{
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{
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// Avoid pressing both keys from triggering double amount of repeat events
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// Avoid pressing multiple keys from triggering excessive amount of repeat events
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const ImGuiKeyData* key1 = GetKeyData(ImGuiKey_Space);
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const ImGuiKeyData* key1 = GetKeyData(ImGuiKey_Space);
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const ImGuiKeyData* key2 = GetKeyData(ImGuiKey_NavGamepadActivate);
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const ImGuiKeyData* key2 = GetKeyData(ImGuiKey_Enter);
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const float t1 = ImMax(key1->DownDuration, key2->DownDuration);
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const ImGuiKeyData* key3 = GetKeyData(ImGuiKey_NavGamepadActivate);
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const float t1 = ImMax(ImMax(key1->DownDuration, key2->DownDuration), key3->DownDuration);
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nav_activated_by_inputs = CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;
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nav_activated_by_inputs = CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;
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}
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}
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if (nav_activated_by_code || nav_activated_by_inputs)
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if (nav_activated_by_code || nav_activated_by_inputs)
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@ -2411,18 +2412,18 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data,
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const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0;
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const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0;
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const bool clicked = hovered && IsMouseClicked(0, id);
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const bool clicked = hovered && IsMouseClicked(0, id);
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const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2 && TestKeyOwner(ImGuiKey_MouseLeft, id));
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const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2 && TestKeyOwner(ImGuiKey_MouseLeft, id));
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const bool make_active = (input_requested_by_tabbing || clicked || double_clicked || g.NavActivateId == id || g.NavActivateInputId == id);
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const bool make_active = (input_requested_by_tabbing || clicked || double_clicked || g.NavActivateId == id);
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if (make_active && (clicked || double_clicked))
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if (make_active && (clicked || double_clicked))
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SetKeyOwner(ImGuiKey_MouseLeft, id);
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SetKeyOwner(ImGuiKey_MouseLeft, id);
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if (make_active && temp_input_allowed)
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if (make_active && temp_input_allowed)
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if (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavActivateInputId == id)
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if (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || double_clicked || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput)))
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temp_input_is_active = true;
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temp_input_is_active = true;
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// (Optional) simple click (without moving) turns Drag into an InputText
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// (Optional) simple click (without moving) turns Drag into an InputText
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if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active)
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if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active)
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if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR))
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if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR))
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{
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{
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g.NavActivateId = g.NavActivateInputId = id;
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g.NavActivateId = id;
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g.NavActivateFlags = ImGuiActivateFlags_PreferInput;
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g.NavActivateFlags = ImGuiActivateFlags_PreferInput;
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temp_input_is_active = true;
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temp_input_is_active = true;
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}
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}
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@ -3003,11 +3004,11 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat
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// Tabbing or CTRL-clicking on Slider turns it into an input box
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// Tabbing or CTRL-clicking on Slider turns it into an input box
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const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0;
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const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0;
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const bool clicked = hovered && IsMouseClicked(0, id);
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const bool clicked = hovered && IsMouseClicked(0, id);
|
||||||
const bool make_active = (input_requested_by_tabbing || clicked || g.NavActivateId == id || g.NavActivateInputId == id);
|
const bool make_active = (input_requested_by_tabbing || clicked || g.NavActivateId == id);
|
||||||
if (make_active && clicked)
|
if (make_active && clicked)
|
||||||
SetKeyOwner(ImGuiKey_MouseLeft, id);
|
SetKeyOwner(ImGuiKey_MouseLeft, id);
|
||||||
if (make_active && temp_input_allowed)
|
if (make_active && temp_input_allowed)
|
||||||
if (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || g.NavActivateInputId == id)
|
if (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput)))
|
||||||
temp_input_is_active = true;
|
temp_input_is_active = true;
|
||||||
|
|
||||||
if (make_active && !temp_input_is_active)
|
if (make_active && !temp_input_is_active)
|
||||||
@ -3165,7 +3166,7 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d
|
|||||||
|
|
||||||
const bool hovered = ItemHoverable(frame_bb, id);
|
const bool hovered = ItemHoverable(frame_bb, id);
|
||||||
const bool clicked = hovered && IsMouseClicked(0, id);
|
const bool clicked = hovered && IsMouseClicked(0, id);
|
||||||
if (clicked || g.NavActivateId == id || g.NavActivateInputId == id)
|
if (clicked || g.NavActivateId == id)
|
||||||
{
|
{
|
||||||
if (clicked)
|
if (clicked)
|
||||||
SetKeyOwner(ImGuiKey_MouseLeft, id);
|
SetKeyOwner(ImGuiKey_MouseLeft, id);
|
||||||
@ -4092,7 +4093,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
|||||||
ImGuiInputTextState* state = GetInputTextState(id);
|
ImGuiInputTextState* state = GetInputTextState(id);
|
||||||
|
|
||||||
const bool input_requested_by_tabbing = (item_status_flags & ImGuiItemStatusFlags_FocusedByTabbing) != 0;
|
const bool input_requested_by_tabbing = (item_status_flags & ImGuiItemStatusFlags_FocusedByTabbing) != 0;
|
||||||
const bool input_requested_by_nav = (g.ActiveId != id) && ((g.NavActivateInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_Keyboard));
|
const bool input_requested_by_nav = (g.ActiveId != id) && ((g.NavActivateId == id) && ((g.NavActivateFlags & ImGuiActivateFlags_PreferInput) || (g.NavInputSource == ImGuiInputSource_Keyboard)));
|
||||||
|
|
||||||
const bool user_clicked = hovered && io.MouseClicked[0];
|
const bool user_clicked = hovered && io.MouseClicked[0];
|
||||||
const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);
|
const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);
|
||||||
|
Loading…
Reference in New Issue
Block a user