Nav: Fixed regression in e99c4fc
preventing CTR+Tab to work without NavEnableKeyboard (#5504, #4023);
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db798fd5be
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71a0701920
@ -10963,10 +10963,6 @@ static void ImGui::NavUpdate()
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for (ImGuiKey key : nav_keyboard_keys_to_change_source)
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for (ImGuiKey key : nav_keyboard_keys_to_change_source)
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if (IsKeyDown(key))
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if (IsKeyDown(key))
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g.NavInputSource = ImGuiInputSource_Keyboard;
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g.NavInputSource = ImGuiInputSource_Keyboard;
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if (!nav_gamepad_active && g.NavInputSource == ImGuiInputSource_Gamepad)
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g.NavInputSource = ImGuiInputSource_None;
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if (!nav_keyboard_active && g.NavInputSource == ImGuiInputSource_Keyboard)
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g.NavInputSource = ImGuiInputSource_None;
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// Process navigation init request (select first/default focus)
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// Process navigation init request (select first/default focus)
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if (g.NavInitResultId != 0)
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if (g.NavInitResultId != 0)
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@ -11616,7 +11612,7 @@ static void ImGui::NavUpdateWindowing()
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const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
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const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
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const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
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const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
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const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, false);
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const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, false);
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const bool start_windowing_with_keyboard = allow_windowing && nav_keyboard_active && !g.NavWindowingTarget && io.KeyCtrl && IsKeyPressed(ImGuiKey_Tab, false);
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const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && io.KeyCtrl && IsKeyPressed(ImGuiKey_Tab, false); // Note: enabled even without NavEnableKeyboard!
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if (start_windowing_with_gamepad || start_windowing_with_keyboard)
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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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if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
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{
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{
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2
imgui.h
2
imgui.h
@ -65,7 +65,7 @@ Index of this file:
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// Version
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// Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
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#define IMGUI_VERSION "1.89 WIP"
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#define IMGUI_VERSION "1.89 WIP"
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#define IMGUI_VERSION_NUM 18809
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#define IMGUI_VERSION_NUM 18810
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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#define IMGUI_HAS_TABLE
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#define IMGUI_HAS_TABLE
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#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
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#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
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