diff --git a/imgui.cpp b/imgui.cpp index d47e585d..0301541f 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2687,11 +2687,11 @@ static bool IsNavInputPressedAnyOfTwo(ImGuiNavInput n1, ImGuiNavInput n2, ImGuiI ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor, float fast_factor) { ImVec2 delta(0.0f, 0.0f); - if (dir_sources & ImGuiNavDirSourceFlags_Key) + if (dir_sources & ImGuiNavDirSourceFlags_Keyboard) delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight, mode) - GetNavInputAmount(ImGuiNavInput_KeyLeft, mode), GetNavInputAmount(ImGuiNavInput_KeyDown, mode) - GetNavInputAmount(ImGuiNavInput_KeyUp, mode)); - if (dir_sources & ImGuiNavDirSourceFlags_PadLStick) + if (dir_sources & ImGuiNavDirSourceFlags_PadDPad) delta += ImVec2(GetNavInputAmount(ImGuiNavInput_PadDpadRight, mode) - GetNavInputAmount(ImGuiNavInput_PadDpadLeft, mode), GetNavInputAmount(ImGuiNavInput_PadDpadDown, mode) - GetNavInputAmount(ImGuiNavInput_PadDpadUp, mode)); - if (dir_sources & ImGuiNavDirSourceFlags_PadRStick) + if (dir_sources & ImGuiNavDirSourceFlags_PadLStick) delta += ImVec2(GetNavInputAmount(ImGuiNavInput_PadLStickRight, mode) - GetNavInputAmount(ImGuiNavInput_PadLStickLeft, mode), GetNavInputAmount(ImGuiNavInput_PadLStickDown, mode) - GetNavInputAmount(ImGuiNavInput_PadLStickUp, mode)); if (slow_factor != 0.0f && IsNavInputDown(ImGuiNavInput_PadTweakSlow)) delta *= slow_factor; @@ -2730,12 +2730,12 @@ static void ImGui::NavUpdateWindowing() g.NavWindowingTarget = window->RootNonPopupWindow; g.NavWindowingHighlightTimer = g.NavWindowingHighlightAlpha = 0.0f; g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true; - g.NavWindowingIsKeyboardMode = start_windowing_with_keyboard; + g.NavWindowingInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad; } // Gamepad update g.NavWindowingHighlightTimer += g.IO.DeltaTime; - if (g.NavWindowingTarget && !g.NavWindowingIsKeyboardMode) + if (g.NavWindowingTarget && g.NavWindowingInputSource == ImGuiInputSource_NavGamepad) { // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingHighlightTimer - 0.20f) / 0.05f)); @@ -2761,7 +2761,7 @@ static void ImGui::NavUpdateWindowing() } // Keyboard: Focus - if (g.NavWindowingTarget && g.NavWindowingIsKeyboardMode) + if (g.NavWindowingTarget && g.NavWindowingInputSource == ImGuiInputSource_NavKeyboard) { // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingHighlightTimer - 0.15f) / 0.04f)); // 1.0f @@ -2779,10 +2779,10 @@ static void ImGui::NavUpdateWindowing() if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove)) { ImVec2 move_delta; - if (g.NavWindowingIsKeyboardMode && !g.IO.KeyShift) - move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Key, ImGuiInputReadMode_Down); - if (!g.NavWindowingIsKeyboardMode) - move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadRStick, ImGuiInputReadMode_Down); + if (g.NavWindowingInputSource == ImGuiInputSource_NavKeyboard && !g.IO.KeyShift) + move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down); + if (g.NavWindowingInputSource == ImGuiInputSource_NavGamepad) + move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down); if (move_delta.x != 0.0f || move_delta.y != 0.0f) { const float NAV_MOVE_SPEED = 800.0f; @@ -3043,7 +3043,7 @@ static void ImGui::NavUpdate() // *Normal* Manual scroll with NavScrollXXX keys // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds. - ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadRStick, ImGuiInputReadMode_Down, 1.0f/10.0f, 10.0f); + ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f/10.0f, 10.0f); if (scroll_dir.x != 0.0f && window->ScrollbarX) { SetWindowScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed)); @@ -5357,10 +5357,10 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au if (g.NavWindowingTarget == window) { ImVec2 nav_resize_delta; - if (g.NavWindowingIsKeyboardMode && g.IO.KeyShift) - nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Key, ImGuiInputReadMode_Down); - if (!g.NavWindowingIsKeyboardMode) - nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down); + if (g.NavWindowingInputSource == ImGuiInputSource_NavKeyboard && g.IO.KeyShift) + nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down); + if (g.NavWindowingInputSource == ImGuiInputSource_NavGamepad) + nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_Down); if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f) { const float NAV_RESIZE_SPEED = 600.0f; @@ -8401,7 +8401,7 @@ bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v } else if (g.ActiveIdSource == ImGuiInputSource_Nav && g.NavActivateDownId == id) { - const ImVec2 delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Key|ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_RepeatFast, 0.0f, 0.0f); + const ImVec2 delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard|ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 0.0f, 0.0f); float delta = is_horizontal ? delta2.x : -delta2.y; if (delta != 0.0f) { @@ -8748,7 +8748,7 @@ bool ImGui::DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_s } if (g.ActiveIdSource == ImGuiInputSource_Nav) { - adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Key|ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_RepeatFast, 1.0f/10.0f, 10.0f).x; + adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard|ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f/10.0f, 10.0f).x; v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision)); } adjust_delta *= v_speed; @@ -12981,7 +12981,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) } if (ImGui::TreeNode("Basic state")) { - const char* input_source_names[] = { "None", "Mouse", "Nav" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_Count_); + const char* input_source_names[] = { "None", "Mouse", "Nav", "NavGamepad", "NavKeyboard" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_Count_); ImGui::Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL"); ImGui::Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL"); ImGui::Text("HoveredId: 0x%08X/0x%08X (%.2f sec)", g.HoveredId, g.HoveredIdPreviousFrame, g.HoveredIdTimer); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not diff --git a/imgui_internal.h b/imgui_internal.h index 2d5248e4..3b1923d1 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -252,6 +252,8 @@ enum ImGuiInputSource ImGuiInputSource_None = 0, ImGuiInputSource_Mouse, ImGuiInputSource_Nav, + ImGuiInputSource_NavKeyboard, // Only used occasionally for storage, not tested/handled by most code + ImGuiInputSource_NavGamepad, // " ImGuiInputSource_Count_, }; @@ -285,9 +287,9 @@ enum ImGuiNavHighlightFlags_ enum ImGuiNavDirSourceFlags_ { - ImGuiNavDirSourceFlags_Key = 1 << 0, - ImGuiNavDirSourceFlags_PadLStick = 1 << 1, - ImGuiNavDirSourceFlags_PadRStick = 1 << 2 + ImGuiNavDirSourceFlags_Keyboard = 1 << 0, + ImGuiNavDirSourceFlags_PadDPad = 1 << 1, + ImGuiNavDirSourceFlags_PadLStick = 1 << 2 }; // 2D axis aligned bounding-box @@ -594,7 +596,7 @@ struct ImGuiContext float NavWindowingHighlightTimer; float NavWindowingHighlightAlpha; bool NavWindowingToggleLayer; - bool NavWindowingIsKeyboardMode; // Gamepad or keyboard mode + ImGuiInputSource NavWindowingInputSource; // Gamepad or keyboard mode int NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later. int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRefRectRel is valid @@ -714,7 +716,7 @@ struct ImGuiContext NavWindowingTarget = NULL; NavWindowingHighlightTimer = NavWindowingHighlightAlpha = 0.0f; NavWindowingToggleLayer = false; - NavWindowingIsKeyboardMode = false; + NavWindowingInputSource = ImGuiInputSource_None; NavLayer = 0; NavIdTabCounter = INT_MAX; NavIdIsAlive = false;