diff --git a/imgui.cpp b/imgui.cpp index 436b559a4..93547e963 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3347,7 +3347,7 @@ void ImGui::NewFrame() g.ModalWindowDarkeningRatio = 0.0f; } - // Update the WantCaptureMouse/WantCAptureKeyboard flags, so user can capture/discard the inputs away from the rest of their application. + // Update the WantCaptureMouse/WantCaptureKeyboard flags, so user can capture/discard the inputs away from the rest of their application. // When clicking outside of a window we assume the click is owned by the application and won't request capture. We need to track click ownership. int mouse_earliest_button_down = -1; bool mouse_any_down = false; @@ -3365,10 +3365,14 @@ void ImGui::NewFrame() g.IO.WantCaptureMouse = (g.WantCaptureMouseNextFrame != 0); else g.IO.WantCaptureMouse = (mouse_avail_to_imgui && (g.HoveredWindow != NULL || mouse_any_down)) || (!g.OpenPopupStack.empty()); + if (g.WantCaptureKeyboardNextFrame != -1) g.IO.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); else g.IO.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL); + if (g.IO.NavActive && (g.IO.NavFlags & ImGuiNavFlags_EnableKeyboard) && !(g.IO.NavFlags & ImGuiNavFlags_NoCaptureKeyboard)) + g.IO.WantCaptureKeyboard = true; + g.IO.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : 0; g.MouseCursor = ImGuiMouseCursor_Arrow; g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1; diff --git a/imgui.h b/imgui.h index cf45f1a5e..9aab0a7ef 100644 --- a/imgui.h +++ b/imgui.h @@ -726,7 +726,8 @@ enum ImGuiNavInput_ ImGuiNavInput_PadTweakSlow, // slower tweaks // e.g. L-trigger, analog ImGuiNavInput_PadTweakFast, // faster tweaks // e.g. R-trigger, analog // Keyboard Mapping - // [BETA] You can map keyboard keys on the gamepad mapping for most inputs. Will add specialized keyboard mappings as we add features. + // [BETA] To use keyboard control you currently need to map keys to those gamepad inputs: PadActivate (Enter), PadCancel (Escape), PadInput (Enter). + // Will add specialized keyboard mappings as we add features and clarify the input interface. ImGuiNavInput_KeyMenu, // toggle menu // e.g. ALT ImGuiNavInput_KeyLeft, // move left // e.g. Arrow keys ImGuiNavInput_KeyRight, // move right @@ -740,7 +741,8 @@ enum ImGuiNavFlags_ { ImGuiNavFlags_EnableGamepad = 1 << 0, // Master gamepad navigation enable flag. This is mostly to instruct your imgui binding whether to fill in gamepad navigation inputs. ImGuiNavFlags_EnableKeyboard = 1 << 1, // Master keyboard navigation enable flag. This is mostly to instruct your imgui binding whether to fill in keyboard navigation inputs. - ImGuiNavFlags_MoveMouse = 1 << 2 // Request navigation to allow move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantMoveMouse=true. If enabled you MUST honor io.WantMoveMouse requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth. + ImGuiNavFlags_MoveMouse = 1 << 2, // Request navigation to allow moving the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantMoveMouse=true. If enabled you MUST honor io.WantMoveMouse requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth. + ImGuiNavFlags_NoCaptureKeyboard = 1 << 3 // Do not set the io.WantCaptureKeyboard flag with io.NavActive is set. }; // Enumeration for PushStyleColor() / PopStyleColor()