diff --git a/imgui.cpp b/imgui.cpp index 5b906c4e..aa344ed5 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -10138,12 +10138,8 @@ float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiNavReadMode mode) return io.NavInputs[n]; const float t = io.NavInputsDownDuration[n]; - if (t < 0.0f && mode == ImGuiNavReadMode_Released) // Return 1.0f when just released, no repeat, ignore analog input. - return (io.NavInputsDownDurationPrev[n] >= 0.0f ? 1.0f : 0.0f); if (t < 0.0f) return 0.0f; - if (mode == ImGuiNavReadMode_Pressed) // Return 1.0f when just pressed, no repeat, ignore analog input. - return (t == 0.0f) ? 1.0f : 0.0f; if (mode == ImGuiNavReadMode_Repeat) return (float)CalcTypematicRepeatAmount(t - io.DeltaTime, t, io.KeyRepeatDelay * 0.72f, io.KeyRepeatRate * 0.80f); if (mode == ImGuiNavReadMode_RepeatSlow) @@ -10271,8 +10267,8 @@ static void ImGui::NavUpdate() { bool activate_down = IsNavInputDown(ImGuiNavInput_Activate); bool input_down = IsNavInputDown(ImGuiNavInput_Input); - bool activate_pressed = activate_down && IsNavInputTest(ImGuiNavInput_Activate, ImGuiNavReadMode_Pressed); - bool input_pressed = input_down && IsNavInputTest(ImGuiNavInput_Input, ImGuiNavReadMode_Pressed); + bool activate_pressed = activate_down && IsNavInputPressed(ImGuiNavInput_Activate); + bool input_pressed = input_down && IsNavInputPressed(ImGuiNavInput_Input); if (g.ActiveId == 0 && activate_pressed) { g.NavActivateId = g.NavId; @@ -10612,7 +10608,7 @@ void ImGui::NavMoveRequestApplyResult() static void ImGui::NavUpdateCancelRequest() { ImGuiContext& g = *GImGui; - if (!IsNavInputTest(ImGuiNavInput_Cancel, ImGuiNavReadMode_Pressed)) + if (!IsNavInputPressed(ImGuiNavInput_Cancel)) return; IMGUI_DEBUG_LOG_NAV("[nav] ImGuiNavInput_Cancel\n"); @@ -10864,12 +10860,12 @@ static void ImGui::NavUpdateWindowing() } // Start CTRL+Tab or Square+L/R window selection - const bool start_windowing_with_gamepad = allow_windowing && !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiNavReadMode_Pressed); + const bool start_windowing_with_gamepad = allow_windowing && !g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_Menu); const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && io.KeyCtrl && IsKeyPressed(ImGuiKey_Tab); if (start_windowing_with_gamepad || start_windowing_with_keyboard) if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) { - g.NavWindowingTarget = g.NavWindowingTargetAnim = window; + g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f; g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f); g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer diff --git a/imgui_internal.h b/imgui_internal.h index 50d72cb0..d9b3b27d 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1234,8 +1234,6 @@ struct ImGuiInputEvent enum ImGuiNavReadMode { ImGuiNavReadMode_Down, - ImGuiNavReadMode_Pressed, - ImGuiNavReadMode_Released, ImGuiNavReadMode_Repeat, ImGuiNavReadMode_RepeatSlow, ImGuiNavReadMode_RepeatFast @@ -2708,6 +2706,7 @@ namespace ImGui // Inputs: Navigation inline bool IsNavInputDown(ImGuiNavInput n) { ImGuiContext& g = *GImGui; return g.IO.NavInputs[n] > 0.0f; } + inline bool IsNavInputPressed(ImGuiNavInput n) { ImGuiContext& g = *GImGui; return g.IO.NavInputsDownDuration[n] == 0.0f; } inline bool IsNavInputTest(ImGuiNavInput n, ImGuiNavReadMode read_mode) { return (GetNavInputAmount(n, read_mode) > 0.0f); } // Drag and Drop diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 5af73cba..9118b354 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -611,7 +611,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool if (g.NavActivateDownId == id) { bool nav_activated_by_code = (g.NavActivateId == id); - bool nav_activated_by_inputs = IsNavInputTest(ImGuiNavInput_Activate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiNavReadMode_Repeat : ImGuiNavReadMode_Pressed); + bool nav_activated_by_inputs = (flags & ImGuiButtonFlags_Repeat) ? IsNavInputTest(ImGuiNavInput_Activate, ImGuiNavReadMode_Repeat) : IsNavInputPressed(ImGuiNavInput_Activate); if (nav_activated_by_code || nav_activated_by_inputs) { // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. @@ -2789,25 +2789,27 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ g.SliderCurrentAccumDirty = false; } - const ImVec2 input_delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiNavReadMode_RepeatFast, 0.0f, 0.0f); + const ImVec2 input_delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiNavReadMode_RepeatFast); float input_delta = (axis == ImGuiAxis_X) ? input_delta2.x : -input_delta2.y; if (input_delta != 0.0f) { + const bool tweak_slow = IsNavInputDown(ImGuiNavInput_TweakSlow); + const bool tweak_fast = IsNavInputDown(ImGuiNavInput_TweakFast); const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; if (decimal_precision > 0) { input_delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds - if (IsNavInputDown(ImGuiNavInput_TweakSlow)) + if (tweak_slow) input_delta /= 10.0f; } else { - if ((v_range >= -100.0f && v_range <= 100.0f) || IsNavInputDown(ImGuiNavInput_TweakSlow)) + if ((v_range >= -100.0f && v_range <= 100.0f) || tweak_slow) input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / (float)v_range; // Gamepad/keyboard tweak speeds in integer steps else input_delta /= 100.0f; } - if (IsNavInputDown(ImGuiNavInput_TweakFast)) + if (tweak_fast) input_delta *= 10.0f; g.SliderCurrentAccum += input_delta; @@ -4340,8 +4342,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // 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. const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_KeypadEnter); - const bool is_validate_nav = (IsNavInputTest(ImGuiNavInput_Activate, ImGuiNavReadMode_Pressed) && !IsKeyPressed(ImGuiKey_Space)) || IsNavInputTest(ImGuiNavInput_Input, ImGuiNavReadMode_Pressed); - const bool is_cancel = IsKeyPressed(ImGuiKey_Escape) || IsNavInputTest(ImGuiNavInput_Cancel, ImGuiNavReadMode_Pressed); + const bool is_validate_nav = (IsNavInputPressed(ImGuiNavInput_Activate) && !IsKeyPressed(ImGuiKey_Space)) || IsNavInputPressed(ImGuiNavInput_Input); + const bool is_cancel = IsKeyPressed(ImGuiKey_Escape) || IsNavInputPressed(ImGuiNavInput_Cancel); if (IsKeyPressed(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); } else if (IsKeyPressed(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); }