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Nav: Fixed an keyboard issue where holding Activate/Space for longer than two frames on a button would unnecessary keep the focus on the parent window, which could steal it from newly appearing windows. (#787)
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@ -63,6 +63,8 @@ Other Changes:
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- Window: Fixed using SetNextWindowPos() on a child window (which wasn't really documented) position the cursor as expected
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in the parent window, so there is no mismatch between the layout in parent and the position of the child window.
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- InputFloat: When using ImGuiInputTextFlags_ReadOnly the step buttons are disabled. (#2257)
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- Nav: Fixed an keyboard issue where holding Activate/Space for longer than two frames on a button would unnecessary
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keep the focus on the parent window, which could steal it from newly appearing windows. (#787)
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- Error recovery: Extraneous/undesired calls to End() are now being caught by an assert in the End() function itself
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at the call site (instead of being reported in EndFrame). Past the assert, they don't lead to crashes any more. (#1651)
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- Error recovery: Missing calls to End(), pass the assert, should not lead to crashes or to the fallback Debug window
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@ -2533,6 +2533,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
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}
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}
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// FIXME-NAV: The existence of SetNavID/SetNavIDWithRectRel/SetFocusID is incredibly messy and confusing and needs some explanation or refactoring.
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void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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2
imgui.h
2
imgui.h
@ -1282,7 +1282,7 @@ struct ImGuiIO
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bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
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bool KeysDown[512]; // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys).
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ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
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float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs (keyboard keys will be auto-mapped and be written here by ImGui::NewFrame, all values will be cleared back to zero in ImGui::EndFrame)
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float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
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// Functions
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IMGUI_API void AddInputCharacter(ImWchar c); // Add new character into InputCharacters[]
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@ -488,7 +488,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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// Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.
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g.NavActivateId = id; // This is so SetActiveId assign a Nav source
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SetActiveID(id, window);
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if (!(flags & ImGuiButtonFlags_NoNavFocus))
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if ((nav_activated_by_code || nav_activated_by_inputs) && !(flags & ImGuiButtonFlags_NoNavFocus))
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SetFocusID(id, window);
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g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right) | (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
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}
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