From 8074d56bdd9117483cdc7f2811f9d59db3a6ea15 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 28 Feb 2018 18:51:40 +0100 Subject: [PATCH] Renamed ImGuiNavFlags io.NavFlags to ImGuiConfigFlags io.ConfigFlags. (#787) --- CHANGELOG.txt | 8 ++++---- README.md | 2 +- examples/allegro5_example/main.cpp | 2 +- examples/directx10_example/main.cpp | 2 +- examples/directx11_example/main.cpp | 2 +- examples/directx12_example/main.cpp | 2 +- examples/directx9_example/main.cpp | 2 +- examples/imgui_impl_glfw.cpp | 9 +++++---- examples/imgui_impl_glfw.h | 2 +- examples/imgui_impl_win32.cpp | 2 +- examples/marmalade_example/main.cpp | 2 +- examples/opengl2_example/main.cpp | 2 +- examples/opengl3_example/main.cpp | 4 ++-- examples/sdl_opengl2_example/main.cpp | 2 +- examples/sdl_opengl3_example/main.cpp | 2 +- examples/sdl_vulkan_example/main.cpp | 5 +++-- examples/vulkan_example/main.cpp | 6 ++++-- imgui.cpp | 28 +++++++++++++-------------- imgui.h | 22 ++++++++++----------- imgui_demo.cpp | 6 +++--- imgui_internal.h | 4 ++-- 21 files changed, 60 insertions(+), 56 deletions(-) diff --git a/CHANGELOG.txt b/CHANGELOG.txt index a0f0e2a7..06ee3c3b 100644 --- a/CHANGELOG.txt +++ b/CHANGELOG.txt @@ -66,11 +66,11 @@ Other Changes: - Navigation: merged in the gamepad/keyboard navigation (about one million changes!). (#787, #323) The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. - To use Keyboard Navigation: - - Set io.NavFlags |= ImGuiNavFlags_EnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays. - - When keyboard navigation is active (io.NavActive + NavFlags_EnableKeyboard), the io.WantCaptureKeyboard flag will be set. + - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays. + - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag will be set. For more advanced uses, you may want to read from io.NavActive or io.NavVisible. Read imgui.cpp for more details. - To use Gamepad Navigation: - - Set io.NavFlags |= ImGuiNavFlags_EnableGamepad to enable. Fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame(). + - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame(). - See https://github.com/ocornut/imgui/issues/1599 for recommended gamepad mapping. - See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. Read imgui.cpp for more details. - Navigation: SetItemDefaultFocus() sets the navigation position in addition to scrolling. (#787) @@ -78,7 +78,7 @@ Other Changes: - Navigation: Added window flags: ImGuiWindowFlags_NoNav (ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus). - Navigation: Style: Added ImGuiCol_NavHighlight, ImGuiCol_NavWindowingHighlight colors. (#787) - Navigation: TreeNode: Added ImGuiTreeNodeFlags_NavLeftJumpsBackHere flag to allow Nav Left direction to jump back to parent tree node from any of its child. (#1079) -- Navigation: IO: Added io.NavFlags (input), io.NavActive (output), io.NavVisible (output). (#787) +- Navigation: IO: Added io.ConfigFlags (input), io.NavActive (output), io.NavVisible (output). (#787) - Context: Removed the default global context and font atlas instances, which caused various problems to users of multiple contexts and DLL users. (#1565) YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END. Existing apps will assert/crash without it. - Context: Removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions() and shared by all contexts. (#1565, #586, #992, #1007, #1558) diff --git a/README.md b/README.md index 1190405a..da797963 100644 --- a/README.md +++ b/README.md @@ -248,7 +248,7 @@ See the FAQ in imgui.cpp for answers. How do you use Dear ImGui on a platform that may not have a mouse or keyboard? -You can control Dear ImGui with a gamepad, see the explanation in imgui.cpp about how to use the navigation feature (short version: map your gamepad inputs into the `io.NavInputs[]` array and set `io.NavFlags |= ImGuiNavFlags_EnableGamepad`). +You can control Dear ImGui with a gamepad, see the explanation in imgui.cpp about how to use the navigation feature (short version: map your gamepad inputs into the `io.NavInputs[]` array and set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad`). You can share your computer mouse seamlessy with your console/tablet/phone using [Synergy](http://synergy-project.org). This is the prefered solution for developer productivity. In particular, their [micro-synergy-client](https://github.com/symless/micro-synergy-client) repo there is _uSynergy.c_ sources for a small embeddable that you can use on any platform to connect to your host PC. You may also use a third party solution such as [Remote ImGui](https://github.com/JordiRos/remoteimgui). diff --git a/examples/allegro5_example/main.cpp b/examples/allegro5_example/main.cpp index 4a534610..80326bca 100644 --- a/examples/allegro5_example/main.cpp +++ b/examples/allegro5_example/main.cpp @@ -25,8 +25,8 @@ int main(int, char**) // Setup ImGui binding ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls ImGui_ImplAllegro5_Init(display); - //io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls // Setup style ImGui::StyleColorsDark(); diff --git a/examples/directx10_example/main.cpp b/examples/directx10_example/main.cpp index 4dc5939e..db7c01a7 100644 --- a/examples/directx10_example/main.cpp +++ b/examples/directx10_example/main.cpp @@ -115,9 +115,9 @@ int main(int, char**) // Setup ImGui binding ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls ImGui_ImplWin32_Init(hwnd); ImGui_ImplDX10_Init(g_pd3dDevice); - //io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls // Setup style ImGui::StyleColorsDark(); diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp index c52fe00a..51f42793 100644 --- a/examples/directx11_example/main.cpp +++ b/examples/directx11_example/main.cpp @@ -118,9 +118,9 @@ int main(int, char**) // Setup ImGui binding ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls ImGui_ImplWin32_Init(hwnd); ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); - //io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls // Setup style ImGui::StyleColorsDark(); diff --git a/examples/directx12_example/main.cpp b/examples/directx12_example/main.cpp index e6d19b8f..b8be4bfe 100644 --- a/examples/directx12_example/main.cpp +++ b/examples/directx12_example/main.cpp @@ -289,7 +289,7 @@ int main(int, char**) // Setup ImGui binding ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls ImGui_ImplWin32_Init(hwnd); ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT, DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart()); diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp index c7f54255..1035cee2 100644 --- a/examples/directx9_example/main.cpp +++ b/examples/directx9_example/main.cpp @@ -78,9 +78,9 @@ int main(int, char**) // Setup ImGui binding ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls ImGui_ImplWin32_Init(hwnd); ImGui_ImplDX9_Init(g_pd3dDevice); - //io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls // Setup style ImGui::StyleColorsDark(); diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp index 1342a9b1..f0c06e80 100644 --- a/examples/imgui_impl_glfw.cpp +++ b/examples/imgui_impl_glfw.cpp @@ -3,7 +3,7 @@ // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) // Implemented features: -// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. +// [X] Gamepad navigation mapping. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). @@ -15,8 +15,8 @@ // 2018-XX-XX: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. -// 2018-01-25: Inputs: Added gamepad support if ImGuiNavFlags_EnableGamepad is set. -// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. +// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set. +// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. // 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). @@ -152,6 +152,7 @@ void ImGui_ImplGlfw_Shutdown() static void ImGui_ImplGlfw_UpdateMousePosButtons() { // Update buttons + ImGuiIO& io = ImGui::GetIO(); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) { // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. @@ -214,7 +215,7 @@ void ImGui_ImplGlfw_NewFrame() // Gamepad navigation mapping [BETA] memset(io.NavInputs, 0, sizeof(io.NavInputs)); - if (io.NavFlags & ImGuiNavFlags_EnableGamepad) + if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) { // Update gamepad inputs #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } diff --git a/examples/imgui_impl_glfw.h b/examples/imgui_impl_glfw.h index c6cb4c8a..3e8fd6c7 100644 --- a/examples/imgui_impl_glfw.h +++ b/examples/imgui_impl_glfw.h @@ -3,7 +3,7 @@ // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) // Implemented features: -// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. +// [X] Gamepad navigation mapping. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). diff --git a/examples/imgui_impl_win32.cpp b/examples/imgui_impl_win32.cpp index f538590a..ffe8d90f 100644 --- a/examples/imgui_impl_win32.cpp +++ b/examples/imgui_impl_win32.cpp @@ -9,7 +9,7 @@ // CHANGELOG // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling). // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. -// 2018-02-06: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. +// 2018-02-06: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. // 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert. diff --git a/examples/marmalade_example/main.cpp b/examples/marmalade_example/main.cpp index 08f8b1d5..817a2872 100644 --- a/examples/marmalade_example/main.cpp +++ b/examples/marmalade_example/main.cpp @@ -19,8 +19,8 @@ int main(int, char**) // Setup ImGui binding ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls ImGui_Marmalade_Init(true); - //io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls // Setup style ImGui::StyleColorsDark(); diff --git a/examples/opengl2_example/main.cpp b/examples/opengl2_example/main.cpp index 6eefca8f..0b2885c4 100644 --- a/examples/opengl2_example/main.cpp +++ b/examples/opengl2_example/main.cpp @@ -30,9 +30,9 @@ int main(int, char**) // Setup ImGui binding ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls ImGui_ImplGlfw_Init(window, true); ImGui_ImplOpenGL2_Init(); - //io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls // Setup style ImGui::StyleColorsDark(); diff --git a/examples/opengl3_example/main.cpp b/examples/opengl3_example/main.cpp index 3a49f8ee..37667235 100644 --- a/examples/opengl3_example/main.cpp +++ b/examples/opengl3_example/main.cpp @@ -35,10 +35,10 @@ int main(int, char**) // Setup ImGui binding ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls ImGui_ImplGlfw_Init(window, true); ImGui_ImplOpenGL3_Init(); - //io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls - //io.NavFlags |= ImGuiNavFlags_EnableGamepad; // Enable Gamepad Controls // Setup style ImGui::StyleColorsDark(); diff --git a/examples/sdl_opengl2_example/main.cpp b/examples/sdl_opengl2_example/main.cpp index 6c8dd1d3..eb12c539 100644 --- a/examples/sdl_opengl2_example/main.cpp +++ b/examples/sdl_opengl2_example/main.cpp @@ -37,9 +37,9 @@ int main(int, char**) // Setup ImGui binding ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls ImGui_ImplSDL2_Init(window); ImGui_ImplOpenGL2_Init(); - //io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls // Setup style ImGui::StyleColorsDark(); diff --git a/examples/sdl_opengl3_example/main.cpp b/examples/sdl_opengl3_example/main.cpp index 24f2f8dc..eb4249cc 100644 --- a/examples/sdl_opengl3_example/main.cpp +++ b/examples/sdl_opengl3_example/main.cpp @@ -37,9 +37,9 @@ int main(int, char**) // Setup ImGui binding ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls ImGui_ImplSDL2_Init(window); ImGui_ImplOpenGL3_Init(); - //io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Setup style ImGui::StyleColorsDark(); diff --git a/examples/sdl_vulkan_example/main.cpp b/examples/sdl_vulkan_example/main.cpp index 158a1b3e..973d75b7 100644 --- a/examples/sdl_vulkan_example/main.cpp +++ b/examples/sdl_vulkan_example/main.cpp @@ -612,8 +612,6 @@ int main(int, char**) // Setup ImGui binding ImGui::CreateContext(); - ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.NavFlags |= ImGuiNavFlags_EnableKeyboard; ImGui_ImplVulkan_InitData init_data = {}; init_data.allocator = g_Allocator; @@ -623,6 +621,9 @@ int main(int, char**) init_data.pipeline_cache = g_PipelineCache; init_data.descriptor_pool = g_DescriptorPool; init_data.check_vk_result = check_vk_result; + + ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls ImGui_ImplVulkan_Init(&init_data); ImGui_ImplSDL2_Init(window); diff --git a/examples/vulkan_example/main.cpp b/examples/vulkan_example/main.cpp index 24135e26..b979fc00 100644 --- a/examples/vulkan_example/main.cpp +++ b/examples/vulkan_example/main.cpp @@ -615,7 +615,7 @@ int main(int, char**) // Setup ImGui binding ImGui::CreateContext(); - ImGuiIO& io = ImGui::GetIO(); (void)io; + ImGui_ImplVulkan_InitData init_data = {}; init_data.allocator = g_Allocator; init_data.gpu = g_Gpu; @@ -624,9 +624,11 @@ int main(int, char**) init_data.pipeline_cache = g_PipelineCache; init_data.descriptor_pool = g_DescriptorPool; init_data.check_vk_result = check_vk_result; + + ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls ImGui_ImplVulkan_Init(&init_data); ImGui_ImplGlfw_Init(window, true); - //io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls // Setup style ImGui::StyleColorsDark(); diff --git a/imgui.cpp b/imgui.cpp index 8a577564..3e9f690d 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -216,15 +216,15 @@ - Ask questions and report issues at https://github.com/ocornut/imgui/issues/787 - The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. - Keyboard: - - Set io.NavFlags |= ImGuiNavFlags_EnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays. - - When keyboard navigation is active (io.NavActive + NavFlags_EnableKeyboard), the io.WantCaptureKeyboard flag will be set. + - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays. + - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag will be set. For more advanced uses, you may want to read from: - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set. - io.NavVisible: true when the navigation cursor is visible (and usually goes false when mouse is used). - or query focus information with e.g. IsWindowFocused(), IsItemFocused() etc. functions. Please reach out if you think the game vs navigation input sharing could be improved. - Gamepad: - - Set io.NavFlags |= ImGuiNavFlags_EnableGamepad to enable. Fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame(). + - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame(). - See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. For each entry of io.NavInputs[], set the following values: 0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks. - We uses a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone. @@ -234,11 +234,11 @@ - Mouse: - PS4 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback. - Consoles/Tablet/Phone users: Consider using Synergy host (on your computer) + uSynergy.c (in your console/tablet/phone app) to use your PC mouse/keyboard. - - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiNavFlags_MoveMouse flag in io.NavFlags. - Enabling ImGuiNavFlags_MoveMouse instructs dear imgui to move your mouse cursor along with navigation movements. + - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavMoveMouse flag. + Enabling ImGuiConfigFlags_NavMoveMouse instructs dear imgui to move your mouse cursor along with navigation movements. When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantMoveMouse' to notify you that it wants the mouse cursor to be moved. When that happens your back-end NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the binding in examples/ do that. - (If you set the ImGuiNavFlags_MoveMouse flag but don't honor 'io.WantMoveMouse' properly, imgui will misbehave as it will see your mouse as moving back and forth.) + (If you set the NavMoveMouse flag but don't honor 'io.WantMoveMouse' properly, imgui will misbehave as it will see your mouse as moving back and forth!) (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want to set a boolean to ignore your other external mouse positions until the external source is moved again.) @@ -847,7 +847,7 @@ ImGuiIO::ImGuiIO() // Settings DisplaySize = ImVec2(-1.0f, -1.0f); DeltaTime = 1.0f/60.0f; - NavFlags = 0x00; + ConfigFlags = 0x00; IniSavingRate = 5.0f; IniFilename = "imgui.ini"; LogFilename = "imgui_log.txt"; @@ -2810,7 +2810,7 @@ static void ImGui::NavUpdateWindowing() bool apply_toggle_layer = false; bool start_windowing_with_gamepad = !g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed); - bool start_windowing_with_keyboard = !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.NavFlags & ImGuiNavFlags_EnableKeyboard); + bool start_windowing_with_keyboard = !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard); if (start_windowing_with_gamepad || start_windowing_with_keyboard) if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavigable(g.Windows.Size - 1, -INT_MAX, -1)) { @@ -2965,7 +2965,7 @@ static void ImGui::NavUpdate() // Update Keyboard->Nav inputs mapping memset(g.IO.NavInputs + ImGuiNavInput_InternalStart_, 0, (ImGuiNavInput_COUNT - ImGuiNavInput_InternalStart_) * sizeof(g.IO.NavInputs[0])); - if (g.IO.NavFlags & ImGuiNavFlags_EnableKeyboard) + if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) { #define NAV_MAP_KEY(_KEY, _NAV_INPUT) if (g.IO.KeyMap[_KEY] != -1 && IsKeyDown(g.IO.KeyMap[_KEY])) g.IO.NavInputs[_NAV_INPUT] = 1.0f; NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate ); @@ -3037,7 +3037,7 @@ static void ImGui::NavUpdate() if (g.NavMousePosDirty && g.NavIdIsAlive) { // Set mouse position given our knowledge of the nav widget position from last frame - if (g.IO.NavFlags & ImGuiNavFlags_MoveMouse) + if (g.IO.ConfigFlags & ImGuiConfigFlags_NavMoveMouse) { g.IO.MousePos = g.IO.MousePosPrev = NavCalcPreferredMousePos(); g.IO.WantMoveMouse = true; @@ -3057,7 +3057,7 @@ static void ImGui::NavUpdate() NavUpdateWindowing(); // Set output flags for user application - g.IO.NavActive = (g.IO.NavFlags & (ImGuiNavFlags_EnableGamepad | ImGuiNavFlags_EnableKeyboard)) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs); + g.IO.NavActive = (g.IO.ConfigFlags & (ImGuiConfigFlags_NavEnableGamepad | ImGuiConfigFlags_NavEnableKeyboard)) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs); g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL) || g.NavInitRequest; // Process NavCancel input (to close a popup, get back to parent, clear focus) @@ -3282,7 +3282,7 @@ void ImGui::NewFrame() IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)"); // Do a simple check for required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was super recently added in 1.60 WIP) - if (g.IO.NavFlags & ImGuiNavFlags_EnableKeyboard) + if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation."); // Load settings on first frame @@ -3449,7 +3449,7 @@ void ImGui::NewFrame() g.IO.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); else g.IO.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL); - if (g.IO.NavActive && (g.IO.NavFlags & ImGuiNavFlags_EnableKeyboard) && !(g.IO.NavFlags & ImGuiNavFlags_NoCaptureKeyboard)) + if (g.IO.NavActive && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard)) g.IO.WantCaptureKeyboard = true; g.IO.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : 0; @@ -5844,7 +5844,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) float sc = g.Style.MouseCursorScale; ImVec2 ref_pos = (!g.NavDisableHighlight && g.NavDisableMouseHover) ? NavCalcPreferredMousePos() : g.IO.MousePos; ImRect rect_to_avoid; - if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.NavFlags & ImGuiNavFlags_MoveMouse)) + if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavMoveMouse)) rect_to_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8); else rect_to_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * sc, ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important. diff --git a/imgui.h b/imgui.h index 608ce1b2..66144d6d 100644 --- a/imgui.h +++ b/imgui.h @@ -95,7 +95,7 @@ typedef int ImGuiComboFlags; // flags: for BeginCombo() typedef int ImGuiFocusedFlags; // flags: for IsWindowFocused() // enum ImGuiFocusedFlags_ typedef int ImGuiHoveredFlags; // flags: for IsItemHovered() etc. // enum ImGuiHoveredFlags_ typedef int ImGuiInputTextFlags; // flags: for InputText*() // enum ImGuiInputTextFlags_ -typedef int ImGuiNavFlags; // flags: for io.NavFlags // enum ImGuiNavFlags_ +typedef int ImGuiConfigFlags; // flags: for io.ConfigFlags // enum ImGuiConfigFlags_ typedef int ImGuiSelectableFlags; // flags: for Selectable() // enum ImGuiSelectableFlags_ typedef int ImGuiTreeNodeFlags; // flags: for TreeNode*(),CollapsingHeader()// enum ImGuiTreeNodeFlags_ typedef int ImGuiWindowFlags; // flags: for Begin*() // enum ImGuiWindowFlags_ @@ -710,8 +710,8 @@ enum ImGuiKey_ }; // [BETA] Gamepad/Keyboard directional navigation -// Keyboard: Set io.NavFlags |= ImGuiNavFlags_EnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays. -// Gamepad: Set io.NavFlags |= ImGuiNavFlags_EnableGamepad to enable. Fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame(). +// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_EnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays. +// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_EnableGamepad to enable. Fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame(). // Read instructions in imgui.cpp for more details. enum ImGuiNavInput_ { @@ -744,13 +744,13 @@ enum ImGuiNavInput_ ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_ }; -// [BETA] Gamepad/Keyboard directional navigation flags, stored in io.NavFlags -enum ImGuiNavFlags_ +// Configuration flags stored in io.ConfigFlags +enum ImGuiConfigFlags_ { - ImGuiNavFlags_EnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeyDown[]. - ImGuiNavFlags_EnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[]. - ImGuiNavFlags_MoveMouse = 1 << 2, // Request navigation to allow moving the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantMoveMouse=true. If enabled you MUST honor io.WantMoveMouse requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth. - ImGuiNavFlags_NoCaptureKeyboard = 1 << 3 // Do not set the io.WantCaptureKeyboard flag with io.NavActive is set. + ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeyDown[]. + ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[]. + ImGuiConfigFlags_NavMoveMouse = 1 << 2, // Request navigation to allow moving the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantMoveMouse=true. If enabled you MUST honor io.WantMoveMouse requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth. + ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3 // Do not set the io.WantCaptureKeyboard flag with io.NavActive is set. }; // Enumeration for PushStyleColor() / PopStyleColor() @@ -953,7 +953,7 @@ struct ImGuiIO ImVec2 DisplaySize; // // Display size, in pixels. For clamping windows positions. float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. - ImGuiNavFlags NavFlags; // = 0x00 // See ImGuiNavFlags_. Gamepad/keyboard navigation options. + ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Gamepad/keyboard navigation options, etc. float IniSavingRate; // = 5.0f // Maximum time between saving positions/sizes to .ini file, in seconds. const char* IniFilename; // = "imgui.ini" // Path to .ini file. NULL to disable .ini saving. const char* LogFilename; // = "imgui_log.txt" // Path to .log file (default parameter to ImGui::LogToFile when no file is specified). @@ -1028,7 +1028,7 @@ struct ImGuiIO bool WantCaptureMouse; // When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. This is set by ImGui when it wants to use your mouse (e.g. unclicked mouse is hovering a window, or a widget is active). bool WantCaptureKeyboard; // When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. This is set by ImGui when it wants to use your keyboard inputs. bool WantTextInput; // Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). - bool WantMoveMouse; // MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiNavFlags_MoveMouse flag is enabled in io.NavFlags. + bool WantMoveMouse; // MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_NavMoveMouse flag is enabled. bool NavActive; // Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. bool NavVisible; // Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events). float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 00cd299d..abc1d5ba 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1806,9 +1806,9 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor); ImGui::SameLine(); ShowHelpMarker("Request ImGui to render a mouse cursor for you in software. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something)."); - ImGui::CheckboxFlags("io.NavFlags: EnableGamepad", (unsigned int *)&io.NavFlags, ImGuiNavFlags_EnableGamepad); - ImGui::CheckboxFlags("io.NavFlags: EnableKeyboard", (unsigned int *)&io.NavFlags, ImGuiNavFlags_EnableKeyboard); - ImGui::CheckboxFlags("io.NavFlags: MoveMouse", (unsigned int *)&io.NavFlags, ImGuiNavFlags_MoveMouse); + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad); + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard); + ImGui::CheckboxFlags("io.ConfigFlags: NavMoveMouse", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavMoveMouse); ImGui::SameLine(); ShowHelpMarker("Request ImGui to move your move cursor when using gamepad/keyboard navigation. NewFrame() will change io.MousePos and set the io.WantMoveMouse flag, your backend will need to apply the new mouse position."); if (ImGui::TreeNode("Keyboard, Mouse & Navigation State")) diff --git a/imgui_internal.h b/imgui_internal.h index ddbbf0d7..9b820436 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -633,8 +633,8 @@ struct ImGuiContext 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 - bool NavMousePosDirty; // When set we will update mouse position if (NavFlags & ImGuiNavFlags_MoveMouse) if set (NB: this not enabled by default) - bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (nb: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover) + bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavMoveMouse) if set (NB: this not enabled by default) + bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover) bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again. bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest bool NavInitRequest; // Init request for appearing window to select first item