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Nav: Fixed an issue with losing focus on docked windows when pressing Alt while keyboard navigation is disabled. (#4547, #4439)
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@ -56,6 +56,8 @@ Other Changes:
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the arrow section of TreeNode(), the +/- buttons of InputInt()/InputFloat(), Selectable() with
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the arrow section of TreeNode(), the +/- buttons of InputInt()/InputFloat(), Selectable() with
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ImGuiSelectableFlags_SelectOnRelease. More generally: any direct use of ButtonBehavior() with
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ImGuiSelectableFlags_SelectOnRelease. More generally: any direct use of ButtonBehavior() with
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the PressedOnClick/PressedOnDoubleClick/PressedOnRelease button policy.
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the PressedOnClick/PressedOnDoubleClick/PressedOnRelease button policy.
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- Nav: Fixed an issue with losing focus on docked windows when pressing Alt while keyboard navigation
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is disabled. (#4547, #4439) [@PathogenDavid]
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- TreePush(): removed unnecessary/inconsistent legacy behavior where passing a NULL value to
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- TreePush(): removed unnecessary/inconsistent legacy behavior where passing a NULL value to
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the TreePush(const char*) and TreePush(const void*) functions would use an hardcoded replacement.
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the TreePush(const char*) and TreePush(const void*) functions would use an hardcoded replacement.
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The only situation where that change would make a meaningful difference is TreePush((const char*)NULL)
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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()
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}
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}
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// Start CTRL-TAB or Square+L/R window selection
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// Start CTRL-TAB or Square+L/R window selection
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bool start_windowing_with_gamepad = allow_windowing && !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed);
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const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
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bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && io.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard);
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const bool start_windowing_with_gamepad = allow_windowing && !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed);
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const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && nav_keyboard_active && io.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab);
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if (start_windowing_with_gamepad || start_windowing_with_keyboard)
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if (start_windowing_with_gamepad || start_windowing_with_keyboard)
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if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
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if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
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{
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{
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@ -9829,7 +9830,7 @@ static void ImGui::NavUpdateWindowing()
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// Keyboard: Press and Release ALT to toggle menu layer
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// Keyboard: Press and Release ALT to toggle menu layer
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// - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer.
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// - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer.
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// - 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.
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// - 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.
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if (io.KeyMods == ImGuiKeyModFlags_Alt && (io.KeyModsPrev & ImGuiKeyModFlags_Alt) == 0)
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if (nav_keyboard_active && io.KeyMods == ImGuiKeyModFlags_Alt && (io.KeyModsPrev & ImGuiKeyModFlags_Alt) == 0)
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{
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{
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g.NavWindowingToggleLayer = true;
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g.NavWindowingToggleLayer = true;
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g.NavInputSource = ImGuiInputSource_Keyboard;
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g.NavInputSource = ImGuiInputSource_Keyboard;
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