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Nav: enable move/resize window with keyboard in Ctrl+Tabbing windowing menu even without _NavEnableKeyboard. (#4023, #787).
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@ -46,6 +46,7 @@ Other Changes:
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- Fixed IsWindowFocused()/IsWindowHovered() issues with childs inside popups. (#4676)
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- Nav: Ctrl+tabbing to cycle through windows is now enabled regardless of using the _NavEnableKeyboard
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configuration flag. This is part of an effort to generalize the use of keyboard inputs. (#4023, #787).
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Note that while this is active you can also moving windows (with arrow) and resize (shift+arrows).
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- Nav: tabbing now cycles through clipped items and scroll accordingly. (#4449)
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- Nav: pressing PageUp/PageDown/Home/End when in Menu layer automatically moves back to Main layer.
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- Nav: fixed resizing window from borders setting navigation to Menu layer.
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@ -5523,7 +5523,7 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s
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{
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ImVec2 nav_resize_delta;
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if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift)
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nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
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nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_RawKeyboard, ImGuiInputReadMode_Down);
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if (g.NavInputSource == ImGuiInputSource_Gamepad)
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nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_Down);
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if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f)
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@ -9335,6 +9335,8 @@ float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode)
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ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor, float fast_factor)
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{
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ImVec2 delta(0.0f, 0.0f);
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if (dir_sources & ImGuiNavDirSourceFlags_RawKeyboard)
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delta += ImVec2((float)IsKeyDown(GetKeyIndex(ImGuiKey_RightArrow)) - (float)IsKeyDown(GetKeyIndex(ImGuiKey_LeftArrow)), (float)IsKeyDown(GetKeyIndex(ImGuiKey_DownArrow)) - (float)IsKeyDown(GetKeyIndex(ImGuiKey_UpArrow)));
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if (dir_sources & ImGuiNavDirSourceFlags_Keyboard)
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delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight_, mode) - GetNavInputAmount(ImGuiNavInput_KeyLeft_, mode), GetNavInputAmount(ImGuiNavInput_KeyDown_, mode) - GetNavInputAmount(ImGuiNavInput_KeyUp_, mode));
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if (dir_sources & ImGuiNavDirSourceFlags_PadDPad)
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@ -10101,7 +10103,7 @@ static void ImGui::NavUpdateWindowing()
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{
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ImVec2 move_delta;
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if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift)
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move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
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move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_RawKeyboard, ImGuiInputReadMode_Down);
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if (g.NavInputSource == ImGuiInputSource_Gamepad)
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move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down);
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if (move_delta.x != 0.0f || move_delta.y != 0.0f)
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@ -1230,9 +1230,10 @@ enum ImGuiNavHighlightFlags_
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enum ImGuiNavDirSourceFlags_
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{
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ImGuiNavDirSourceFlags_None = 0,
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ImGuiNavDirSourceFlags_Keyboard = 1 << 0,
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ImGuiNavDirSourceFlags_PadDPad = 1 << 1,
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ImGuiNavDirSourceFlags_PadLStick = 1 << 2
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ImGuiNavDirSourceFlags_RawKeyboard = 1 << 0, // Raw keyboard (not pulled from nav), faciliate use of some functions before we can unify nav and keys
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ImGuiNavDirSourceFlags_Keyboard = 1 << 1,
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ImGuiNavDirSourceFlags_PadDPad = 1 << 2,
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ImGuiNavDirSourceFlags_PadLStick = 1 << 3
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};
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enum ImGuiNavMoveFlags_
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