Nav: Fixed an issue with losing focus on docked windows when pressing Alt while keyboard navigation is disabled. (#4547, #4439)

This commit is contained in:
ocornut 2021-09-21 13:16:00 +02:00
parent bc3d267c51
commit 15132217a3
2 changed files with 6 additions and 3 deletions

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@ -56,6 +56,8 @@ Other Changes:
the arrow section of TreeNode(), the +/- buttons of InputInt()/InputFloat(), Selectable() with the arrow section of TreeNode(), the +/- buttons of InputInt()/InputFloat(), Selectable() with
ImGuiSelectableFlags_SelectOnRelease. More generally: any direct use of ButtonBehavior() with ImGuiSelectableFlags_SelectOnRelease. More generally: any direct use of ButtonBehavior() with
the PressedOnClick/PressedOnDoubleClick/PressedOnRelease button policy. the PressedOnClick/PressedOnDoubleClick/PressedOnRelease button policy.
- Nav: Fixed an issue with losing focus on docked windows when pressing Alt while keyboard navigation
is disabled. (#4547, #4439) [@PathogenDavid]
- TreePush(): removed unnecessary/inconsistent legacy behavior where passing a NULL value to - TreePush(): removed unnecessary/inconsistent legacy behavior where passing a NULL value to
the TreePush(const char*) and TreePush(const void*) functions would use an hardcoded replacement. the TreePush(const char*) and TreePush(const void*) functions would use an hardcoded replacement.
The only situation where that change would make a meaningful difference is TreePush((const char*)NULL) The only situation where that change would make a meaningful difference is TreePush((const char*)NULL)

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@ -9777,8 +9777,9 @@ static void ImGui::NavUpdateWindowing()
} }
// Start CTRL-TAB or Square+L/R window selection // Start CTRL-TAB or Square+L/R window selection
bool start_windowing_with_gamepad = allow_windowing && !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed); const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && io.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard); const bool start_windowing_with_gamepad = allow_windowing && !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed);
const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && nav_keyboard_active && io.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab);
if (start_windowing_with_gamepad || start_windowing_with_keyboard) if (start_windowing_with_gamepad || start_windowing_with_keyboard)
if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
{ {
@ -9829,7 +9830,7 @@ static void ImGui::NavUpdateWindowing()
// Keyboard: Press and Release ALT to toggle menu layer // Keyboard: Press and Release ALT to toggle menu layer
// - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer. // - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer.
// - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway. // - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway.
if (io.KeyMods == ImGuiKeyModFlags_Alt && (io.KeyModsPrev & ImGuiKeyModFlags_Alt) == 0) if (nav_keyboard_active && io.KeyMods == ImGuiKeyModFlags_Alt && (io.KeyModsPrev & ImGuiKeyModFlags_Alt) == 0)
{ {
g.NavWindowingToggleLayer = true; g.NavWindowingToggleLayer = true;
g.NavInputSource = ImGuiInputSource_Keyboard; g.NavInputSource = ImGuiInputSource_Keyboard;