From e5e3cc617eacab072422aba91009cf4f3d0f47b1 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 5 Feb 2018 19:07:26 +0100 Subject: [PATCH] Nav: Maintaining a NavActivatePressedId field that widget can conveniently use along with NavActivateDownId. --- imgui.cpp | 21 ++++++++++++--------- imgui_internal.h | 7 ++++--- 2 files changed, 16 insertions(+), 12 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index b9e5b0691..4e8816aef 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3042,28 +3042,31 @@ static void ImGui::NavUpdate() } } - g.NavActivateId = g.NavActivateDownId = g.NavInputId = 0; - if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget) + // Process manual activation request + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = 0; + if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) { - if (g.ActiveId == 0 && IsNavInputPressed(ImGuiNavInput_PadActivate, ImGuiInputReadMode_Pressed)) + bool activate_down = IsNavInputDown(ImGuiNavInput_PadActivate); + bool activate_pressed = activate_down && IsNavInputPressed(ImGuiNavInput_PadActivate, ImGuiInputReadMode_Pressed); + if (g.ActiveId == 0 && activate_pressed) g.NavActivateId = g.NavId; - if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputDown(ImGuiNavInput_PadActivate)) + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down) g.NavActivateDownId = g.NavId; + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed) + g.NavActivatePressedId = g.NavId; + if (g.ActiveId == 0 && IsNavInputPressed(ImGuiNavInput_PadInput, ImGuiInputReadMode_Pressed)) g.NavInputId = g.NavId; } if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) - { - g.NavActivateId = g.NavActivateDownId = g.NavInputId = 0; g.NavDisableHighlight = true; - } if (g.NavActivateId != 0) IM_ASSERT(g.NavActivateDownId == g.NavActivateId); g.NavMoveRequest = false; - // Process explicit activation request + // Process programmatic activation request if (g.NavNextActivateId != 0) - g.NavActivateId = g.NavActivateDownId = g.NavInputId = g.NavNextActivateId; + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = g.NavNextActivateId; g.NavNextActivateId = 0; // Initiate directional inputs request diff --git a/imgui_internal.h b/imgui_internal.h index 027726e7a..785b68079 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -608,8 +608,9 @@ struct ImGuiContext // Navigation data (for gamepad/keyboard) ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow' ImGuiID NavId; // Focused item for navigation - ImGuiID NavActivateId; // ~~ IsNavInputPressed(ImGuiNavInput_PadActivate) ? NavId : 0, also set when calling ActivateItem() - ImGuiID NavActivateDownId; // ~~ IsNavInputPressed(ImGuiNavInput_PadActivate) ? NavId : 0 + ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_PadActivate) ? NavId : 0, also set when calling ActivateItem() + ImGuiID NavActivateDownId; // ~~ IsNavInputDown(ImGuiNavInput_PadActivate) ? NavId : 0 + ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_PadActivate) ? NavId : 0 ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_PadInput) ? NavId : 0 ImGuiID NavJustTabbedId; // Just tabbed to this id. ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame @@ -730,7 +731,7 @@ struct ImGuiContext NextTreeNodeOpenCond = 0; NavWindow = NULL; - NavId = NavActivateId = NavActivateDownId = NavInputId = 0; + NavId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0; NavJustTabbedId = NavJustMovedToId = NavNextActivateId = 0; NavScoringRectScreen = ImRect(); NavScoringCount = 0;