Nav: Fix regression 93f02ee + Internals: Remove ImGuiNavReadMode_Pressed, ImGuiNavReadMode_Released.

Toward using keys.
This commit is contained in:
ocornut
2022-07-06 16:54:43 +02:00
parent 93f02ee0c6
commit f9ccdba352
3 changed files with 15 additions and 18 deletions

View File

@ -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