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Nav: Fix not clearing NavWindowingToggleLayer properly (old code left it to true, relied on Alt release only). Removed unnecessary KeyMenu_ from NavInput. (#4439, #787)
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parent
8fa502ca42
commit
ff428f1d2f
57
imgui.cpp
57
imgui.cpp
@ -4033,6 +4033,7 @@ void ImGui::NewFrame()
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// Update keyboard input state
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// Synchronize io.KeyMods with individual modifiers io.KeyXXX bools
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g.IO.KeyModsPrev = g.IO.KeyMods;
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g.IO.KeyMods = GetMergedKeyModFlags();
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memcpy(g.IO.KeysDownDurationPrev, g.IO.KeysDownDuration, sizeof(g.IO.KeysDownDuration));
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for (int i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++)
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@ -9117,22 +9118,6 @@ static void ImGui::NavUpdate()
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io.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f;
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if (io.KeyShift)
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io.NavInputs[ImGuiNavInput_TweakFast] = 1.0f;
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// AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl)
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// But also even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway.
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if (io.KeyAlt && !io.KeyCtrl)
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io.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f;
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// We cancel toggling nav layer when any text has been typed while holding Alt. (See #370)
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// We cancel toggling nav layer when other modifiers are pressed. (See #4439)
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if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard)
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{
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if (io.KeyAlt && !io.KeyCtrl && io.InputQueueCharacters.Size > 0)
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g.NavWindowingToggleLayer = false;
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if (io.KeyCtrl || io.KeyShift || io.KeySuper)
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g.NavWindowingToggleLayer = false;
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}
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#undef NAV_MAP_KEY
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}
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memcpy(io.NavInputsDownDurationPrev, io.NavInputsDownDuration, sizeof(io.NavInputsDownDuration));
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@ -9625,6 +9610,8 @@ static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
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static void ImGui::NavUpdateWindowing()
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{
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ImGuiContext& g = *GImGui;
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ImGuiIO& io = g.IO;
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ImGuiWindow* apply_focus_window = NULL;
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bool apply_toggle_layer = false;
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@ -9636,14 +9623,14 @@ static void ImGui::NavUpdateWindowing()
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// Fade out
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if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)
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{
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g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - g.IO.DeltaTime * 10.0f, 0.0f);
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g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f);
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if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
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g.NavWindowingTargetAnim = NULL;
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}
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// Start CTRL-TAB or Square+L/R window selection
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bool start_windowing_with_gamepad = allow_windowing && !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed);
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bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard);
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bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && io.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard);
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if (start_windowing_with_gamepad || start_windowing_with_keyboard)
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if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
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{
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@ -9654,7 +9641,7 @@ static void ImGui::NavUpdateWindowing()
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}
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// Gamepad update
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g.NavWindowingTimer += g.IO.DeltaTime;
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g.NavWindowingTimer += io.DeltaTime;
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if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad)
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{
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// Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise
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@ -9686,34 +9673,48 @@ static void ImGui::NavUpdateWindowing()
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// Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
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g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
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if (IsKeyPressedMap(ImGuiKey_Tab, true))
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NavUpdateWindowingHighlightWindow(g.IO.KeyShift ? +1 : -1);
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if (!g.IO.KeyCtrl)
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NavUpdateWindowingHighlightWindow(io.KeyShift ? +1 : -1);
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if (!io.KeyCtrl)
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apply_focus_window = g.NavWindowingTarget;
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}
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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 (IsNavInputTest(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Pressed) && g.IO.KeyMods == ImGuiKeyModFlags_Alt)
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// - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer.
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// - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway.
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if (io.KeyMods == ImGuiKeyModFlags_Alt && (io.KeyModsPrev & ImGuiKeyModFlags_Alt) == 0)
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{
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g.NavWindowingToggleLayer = true;
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g.NavInputSource = ImGuiInputSource_Keyboard;
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}
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if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && g.NavWindowingToggleLayer && IsNavInputTest(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Released))
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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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if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard)
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{
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// We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370)
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// We cancel toggling nav layer when other modifiers are pressed. (See #4439)
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if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper)
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g.NavWindowingToggleLayer = false;
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// Apply layer toggle on release
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// FIXME: We lack an explicit IO variable for "is the platform 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 (!io.KeyAlt && g.NavWindowingToggleLayer)
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if (g.ActiveId == 0 || g.ActiveIdAllowOverlap)
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if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev))
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apply_toggle_layer = true;
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if (!io.KeyAlt)
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g.NavWindowingToggleLayer = false;
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}
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// Move window
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if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
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{
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ImVec2 move_delta;
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if (g.NavInputSource == ImGuiInputSource_Keyboard && !g.IO.KeyShift)
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if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift)
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move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
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if (g.NavInputSource == ImGuiInputSource_Gamepad)
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move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down);
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if (move_delta.x != 0.0f || move_delta.y != 0.0f)
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{
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const float NAV_MOVE_SPEED = 800.0f;
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const float move_speed = ImFloor(NAV_MOVE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); // FIXME: Doesn't handle variable framerate very well
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const float move_speed = ImFloor(NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y)); // FIXME: Doesn't handle variable framerate very well
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ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindow;
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SetWindowPos(moving_window, moving_window->Pos + move_delta * move_speed, ImGuiCond_Always);
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MarkIniSettingsDirty(moving_window);
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4
imgui.h
4
imgui.h
@ -1388,13 +1388,12 @@ enum ImGuiNavInput_
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// [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
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// Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
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ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt
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ImGuiNavInput_KeyLeft_, // move left // = Arrow keys
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ImGuiNavInput_KeyRight_, // move right
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ImGuiNavInput_KeyUp_, // move up
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ImGuiNavInput_KeyDown_, // move down
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ImGuiNavInput_COUNT,
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ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_
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ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyLeft_
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};
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// Configuration flags stored in io.ConfigFlags. Set by user/application.
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@ -1896,6 +1895,7 @@ struct ImGuiIO
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//------------------------------------------------------------------
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ImGuiKeyModFlags KeyMods; // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame()
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ImGuiKeyModFlags KeyModsPrev; // Previous key mods
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ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
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ImVec2 MouseClickedPos[5]; // Position at time of clicking
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double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
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