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InputText: fix Space key with nav enabled interfering with input text boxes (fix bd6c9e99
). made it possible to activate InputText with tweak gamepad button (why not, now that we can cancel) (#4552, #2321)
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@ -45,8 +45,7 @@ Other Changes:
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- Windows: Fixed background order of overlapping childs submitted sequentially. (#4493)
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- InputTextMultiline: Fixed label size not being included into window contents rect unless
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the whole widget is clipped.
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- InputText: Allow cancelling/validating input with gamepad nav events to facilitate undoing
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an accidental press on NavInput (Triangle button on PS4/PS5) without a wired keyboard. (#2321)
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- InputText: Allow activating/cancelling/validating input with gamepad nav events. (#2321, #4552)
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- TextUnformatted: Accept null ranges including (NULL,NULL) without asserting, in order to conform
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to common idioms (e.g. passing .data(), .data() + .size() from a null string). (#3615)
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- Disabled: Added assert guard for mismatching BeginDisabled()/EndDisabled() blocks. (#211)
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@ -5118,7 +5118,7 @@ void ImGui::EndChild()
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ItemAdd(bb, window->ChildId);
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RenderNavHighlight(bb, window->ChildId);
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// When browsing a window that has no activable items (scroll only) we keep a highlight on the child
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// When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying)
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if (window->DC.NavLayersActiveMask == 0 && window == g.NavWindow)
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RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin);
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}
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2
imgui.h
2
imgui.h
@ -64,7 +64,7 @@ Index of this file:
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// Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
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#define IMGUI_VERSION "1.85 WIP"
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#define IMGUI_VERSION_NUM 18415
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#define IMGUI_VERSION_NUM 18416
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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#define IMGUI_HAS_TABLE
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@ -3990,6 +3990,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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window->DC.CursorPos = backup_pos;
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// We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug.
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// FIXME-NAV: Pressing NavActivate will trigger general child activation right before triggering our own below. Harmless but bizarre.
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PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]);
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PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding);
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PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize);
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@ -4027,7 +4028,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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const bool focus_requested_by_tabbing = (item_status_flags & ImGuiItemStatusFlags_FocusedByTabbing) != 0;
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const bool user_clicked = hovered && io.MouseClicked[0];
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const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavActivateInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_Keyboard));
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const bool user_nav_input_start = (g.ActiveId != id) && (g.NavActivateInputId == id || g.NavActivateId == id);
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const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);
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const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);
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@ -4255,7 +4256,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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const bool is_redo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressedMap(ImGuiKey_Z))) && !is_readonly && is_undoable;
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// We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful.
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const bool is_validate = IsKeyPressedMap(ImGuiKey_Enter) || IsKeyPressedMap(ImGuiKey_KeyPadEnter) || IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed) || IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed);
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const bool is_validate_enter = IsKeyPressedMap(ImGuiKey_Enter) || IsKeyPressedMap(ImGuiKey_KeyPadEnter);
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const bool is_validate_nav = (g.NavInputSource == ImGuiInputSource_Gamepad && IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed)) || IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed);
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const bool is_cancel = IsKeyPressedMap(ImGuiKey_Escape) || IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed);
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if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); }
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@ -4278,7 +4280,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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}
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state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);
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}
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else if (is_validate)
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else if (is_validate_enter)
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{
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bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0;
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if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl))
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@ -4292,6 +4294,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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state->OnKeyPressed((int)c);
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}
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}
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else if (is_validate_nav)
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{
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IM_ASSERT(!is_validate_enter);
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enter_pressed = clear_active_id = true;
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}
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else if (is_cancel)
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{
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clear_active_id = cancel_edit = true;
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