Nav: Made Ctrl+Tab/Ctrl+Shift+Tab windowing register ownership to held modifier. (#4828, #3255, #5641)

This commit is contained in:
ocornut
2023-03-22 15:42:14 +01:00
parent c98bad042d
commit 89d09070e3
4 changed files with 22 additions and 3 deletions

View File

@ -8862,6 +8862,17 @@ void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease);
}
// Rarely used helper
void ImGui::SetKeyOwnersForKeyChord(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
{
if (key_chord & ImGuiMod_Ctrl) { SetKeyOwner(ImGuiMod_Ctrl, owner_id, flags); }
if (key_chord & ImGuiMod_Shift) { SetKeyOwner(ImGuiMod_Shift, owner_id, flags); }
if (key_chord & ImGuiMod_Alt) { SetKeyOwner(ImGuiMod_Alt, owner_id, flags); }
if (key_chord & ImGuiMod_Super) { SetKeyOwner(ImGuiMod_Super, owner_id, flags); }
if (key_chord & ImGuiMod_Shortcut) { SetKeyOwner(ImGuiMod_Shortcut, owner_id, flags); }
if (key_chord & ~ImGuiMod_Mask_) { SetKeyOwner((ImGuiKey)(key_chord & ~ImGuiMod_Mask_), owner_id, flags); }
}
// This is more or less equivalent to:
// if (IsItemHovered() || IsItemActive())
// SetKeyOwner(key, GetItemID());
@ -11782,10 +11793,11 @@ static void ImGui::NavUpdateWindowing()
}
// Start CTRL+Tab or Square+L/R window selection
const ImGuiID owner_id = ImHashStr("###NavUpdateWindowing");
const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, owner_id, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, owner_id, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, 0, ImGuiInputFlags_None);
const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard!
if (start_windowing_with_gamepad || start_windowing_with_keyboard)
@ -11796,6 +11808,10 @@ static void ImGui::NavUpdateWindowing()
g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer
g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
// Register ownership of our mods. Using ImGuiInputFlags_RouteGlobalHigh in the Shortcut() calls instead would probably be correct but may have more side-effects.
if (keyboard_next_window || keyboard_prev_window)
SetKeyOwnersForKeyChord((g.ConfigNavWindowingKeyNext | g.ConfigNavWindowingKeyPrev) & ImGuiMod_Mask_, owner_id);
}
// Gamepad update