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Nav: workaround to kindly handle ALT-TAB without detecting TAB-release on backends that clear all keys on unfocus. (#787)
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TODO.txt
2
TODO.txt
@ -238,6 +238,8 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- focus: preserve ActiveId/focus stack state, e.g. when opening a menu and close it, previously selected InputText() focus gets restored (#622)
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- focus: preserve ActiveId/focus stack state, e.g. when opening a menu and close it, previously selected InputText() focus gets restored (#622)
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- focus: SetKeyboardFocusHere() on with >= 0 offset could be done on same frame (else latch and modulate on beginning of next frame)
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- focus: SetKeyboardFocusHere() on with >= 0 offset could be done on same frame (else latch and modulate on beginning of next frame)
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- focus: unable to use SetKeyboardFocusHere() on clipped widgets. (#787)
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- focus: unable to use SetKeyboardFocusHere() on clipped widgets. (#787)
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- inputs: we need an explicit flag about whether the imgui window is focused, to be able to distinguish focused key releases vs alt-tabbing all release behaviors.
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- inputs: rework IO system to be able to pass actual ordered/timestamped events. use an event queue? (~#335, #71)
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- inputs: rework IO system to be able to pass actual ordered/timestamped events. use an event queue? (~#335, #71)
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- inputs: support track pad style scrolling & slider edit.
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- inputs: support track pad style scrolling & slider edit.
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@ -2780,9 +2780,11 @@ static void ImGui::NavUpdateWindowing()
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apply_focus_window = g.NavWindowingTarget;
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apply_focus_window = g.NavWindowingTarget;
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}
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}
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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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// FIXME: We lack an explicit IO variable for "is the imgui window focused", so compare mouse validity to detect the common case of backend clearing releases all keys on ALT-TAB
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if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && IsNavInputPressed(ImGuiNavInput_KeyMenu, ImGuiInputReadMode_Released))
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if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && IsNavInputPressed(ImGuiNavInput_KeyMenu, ImGuiInputReadMode_Released))
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apply_toggle_layer = true;
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if (IsMousePosValid(&g.IO.MousePos) == IsMousePosValid(&g.IO.MousePosPrev))
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apply_toggle_layer = true;
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// Move window
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// Move window
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if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
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if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
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