Nav: Fix regression 93f02ee
+ Internals: Remove ImGuiNavReadMode_Pressed, ImGuiNavReadMode_Released.
Toward using keys.
This commit is contained in:
parent
93f02ee0c6
commit
f9ccdba352
14
imgui.cpp
14
imgui.cpp
@ -10138,12 +10138,8 @@ float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiNavReadMode mode)
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return io.NavInputs[n];
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return io.NavInputs[n];
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const float t = io.NavInputsDownDuration[n];
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const float t = io.NavInputsDownDuration[n];
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if (t < 0.0f && mode == ImGuiNavReadMode_Released) // Return 1.0f when just released, no repeat, ignore analog input.
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return (io.NavInputsDownDurationPrev[n] >= 0.0f ? 1.0f : 0.0f);
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if (t < 0.0f)
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if (t < 0.0f)
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return 0.0f;
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return 0.0f;
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if (mode == ImGuiNavReadMode_Pressed) // Return 1.0f when just pressed, no repeat, ignore analog input.
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return (t == 0.0f) ? 1.0f : 0.0f;
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if (mode == ImGuiNavReadMode_Repeat)
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if (mode == ImGuiNavReadMode_Repeat)
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return (float)CalcTypematicRepeatAmount(t - io.DeltaTime, t, io.KeyRepeatDelay * 0.72f, io.KeyRepeatRate * 0.80f);
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return (float)CalcTypematicRepeatAmount(t - io.DeltaTime, t, io.KeyRepeatDelay * 0.72f, io.KeyRepeatRate * 0.80f);
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if (mode == ImGuiNavReadMode_RepeatSlow)
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if (mode == ImGuiNavReadMode_RepeatSlow)
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@ -10271,8 +10267,8 @@ static void ImGui::NavUpdate()
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{
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{
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bool activate_down = IsNavInputDown(ImGuiNavInput_Activate);
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bool activate_down = IsNavInputDown(ImGuiNavInput_Activate);
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bool input_down = IsNavInputDown(ImGuiNavInput_Input);
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bool input_down = IsNavInputDown(ImGuiNavInput_Input);
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bool activate_pressed = activate_down && IsNavInputTest(ImGuiNavInput_Activate, ImGuiNavReadMode_Pressed);
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bool activate_pressed = activate_down && IsNavInputPressed(ImGuiNavInput_Activate);
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bool input_pressed = input_down && IsNavInputTest(ImGuiNavInput_Input, ImGuiNavReadMode_Pressed);
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bool input_pressed = input_down && IsNavInputPressed(ImGuiNavInput_Input);
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if (g.ActiveId == 0 && activate_pressed)
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if (g.ActiveId == 0 && activate_pressed)
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{
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{
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g.NavActivateId = g.NavId;
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g.NavActivateId = g.NavId;
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@ -10612,7 +10608,7 @@ void ImGui::NavMoveRequestApplyResult()
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static void ImGui::NavUpdateCancelRequest()
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static void ImGui::NavUpdateCancelRequest()
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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if (!IsNavInputTest(ImGuiNavInput_Cancel, ImGuiNavReadMode_Pressed))
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if (!IsNavInputPressed(ImGuiNavInput_Cancel))
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return;
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return;
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IMGUI_DEBUG_LOG_NAV("[nav] ImGuiNavInput_Cancel\n");
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IMGUI_DEBUG_LOG_NAV("[nav] ImGuiNavInput_Cancel\n");
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@ -10864,12 +10860,12 @@ static void ImGui::NavUpdateWindowing()
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}
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}
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// Start CTRL+Tab or Square+L/R window selection
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// Start CTRL+Tab or Square+L/R window selection
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const bool start_windowing_with_gamepad = allow_windowing && !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiNavReadMode_Pressed);
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const bool start_windowing_with_gamepad = allow_windowing && !g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_Menu);
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const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && io.KeyCtrl && IsKeyPressed(ImGuiKey_Tab);
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const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && io.KeyCtrl && IsKeyPressed(ImGuiKey_Tab);
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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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g.NavWindowingTarget = g.NavWindowingTargetAnim = window;
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g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow;
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g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
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g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
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g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
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g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
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g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer
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g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer
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@ -1234,8 +1234,6 @@ struct ImGuiInputEvent
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enum ImGuiNavReadMode
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enum ImGuiNavReadMode
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{
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{
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ImGuiNavReadMode_Down,
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ImGuiNavReadMode_Down,
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ImGuiNavReadMode_Pressed,
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ImGuiNavReadMode_Released,
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ImGuiNavReadMode_Repeat,
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ImGuiNavReadMode_Repeat,
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ImGuiNavReadMode_RepeatSlow,
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ImGuiNavReadMode_RepeatSlow,
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ImGuiNavReadMode_RepeatFast
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ImGuiNavReadMode_RepeatFast
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@ -2708,6 +2706,7 @@ namespace ImGui
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// Inputs: Navigation
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// Inputs: Navigation
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inline bool IsNavInputDown(ImGuiNavInput n) { ImGuiContext& g = *GImGui; return g.IO.NavInputs[n] > 0.0f; }
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inline bool IsNavInputDown(ImGuiNavInput n) { ImGuiContext& g = *GImGui; return g.IO.NavInputs[n] > 0.0f; }
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inline bool IsNavInputPressed(ImGuiNavInput n) { ImGuiContext& g = *GImGui; return g.IO.NavInputsDownDuration[n] == 0.0f; }
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inline bool IsNavInputTest(ImGuiNavInput n, ImGuiNavReadMode read_mode) { return (GetNavInputAmount(n, read_mode) > 0.0f); }
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inline bool IsNavInputTest(ImGuiNavInput n, ImGuiNavReadMode read_mode) { return (GetNavInputAmount(n, read_mode) > 0.0f); }
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// Drag and Drop
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// Drag and Drop
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@ -611,7 +611,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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if (g.NavActivateDownId == id)
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if (g.NavActivateDownId == id)
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{
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{
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bool nav_activated_by_code = (g.NavActivateId == id);
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bool nav_activated_by_code = (g.NavActivateId == id);
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bool nav_activated_by_inputs = IsNavInputTest(ImGuiNavInput_Activate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiNavReadMode_Repeat : ImGuiNavReadMode_Pressed);
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bool nav_activated_by_inputs = (flags & ImGuiButtonFlags_Repeat) ? IsNavInputTest(ImGuiNavInput_Activate, ImGuiNavReadMode_Repeat) : IsNavInputPressed(ImGuiNavInput_Activate);
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if (nav_activated_by_code || nav_activated_by_inputs)
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if (nav_activated_by_code || nav_activated_by_inputs)
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{
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{
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// Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.
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// Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.
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@ -2789,25 +2789,27 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ
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g.SliderCurrentAccumDirty = false;
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g.SliderCurrentAccumDirty = false;
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}
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}
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const ImVec2 input_delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiNavReadMode_RepeatFast, 0.0f, 0.0f);
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const ImVec2 input_delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiNavReadMode_RepeatFast);
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float input_delta = (axis == ImGuiAxis_X) ? input_delta2.x : -input_delta2.y;
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float input_delta = (axis == ImGuiAxis_X) ? input_delta2.x : -input_delta2.y;
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if (input_delta != 0.0f)
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if (input_delta != 0.0f)
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{
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{
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const bool tweak_slow = IsNavInputDown(ImGuiNavInput_TweakSlow);
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const bool tweak_fast = IsNavInputDown(ImGuiNavInput_TweakFast);
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const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0;
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const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0;
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if (decimal_precision > 0)
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if (decimal_precision > 0)
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{
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{
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input_delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds
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input_delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds
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if (IsNavInputDown(ImGuiNavInput_TweakSlow))
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if (tweak_slow)
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input_delta /= 10.0f;
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input_delta /= 10.0f;
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}
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}
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else
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else
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{
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{
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if ((v_range >= -100.0f && v_range <= 100.0f) || IsNavInputDown(ImGuiNavInput_TweakSlow))
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if ((v_range >= -100.0f && v_range <= 100.0f) || tweak_slow)
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input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / (float)v_range; // Gamepad/keyboard tweak speeds in integer steps
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input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / (float)v_range; // Gamepad/keyboard tweak speeds in integer steps
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else
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else
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input_delta /= 100.0f;
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input_delta /= 100.0f;
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}
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}
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if (IsNavInputDown(ImGuiNavInput_TweakFast))
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if (tweak_fast)
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input_delta *= 10.0f;
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input_delta *= 10.0f;
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g.SliderCurrentAccum += input_delta;
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g.SliderCurrentAccum += input_delta;
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@ -4340,8 +4342,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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// 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.
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// 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.
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const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_KeypadEnter);
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const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_KeypadEnter);
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const bool is_validate_nav = (IsNavInputTest(ImGuiNavInput_Activate, ImGuiNavReadMode_Pressed) && !IsKeyPressed(ImGuiKey_Space)) || IsNavInputTest(ImGuiNavInput_Input, ImGuiNavReadMode_Pressed);
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const bool is_validate_nav = (IsNavInputPressed(ImGuiNavInput_Activate) && !IsKeyPressed(ImGuiKey_Space)) || IsNavInputPressed(ImGuiNavInput_Input);
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const bool is_cancel = IsKeyPressed(ImGuiKey_Escape) || IsNavInputTest(ImGuiNavInput_Cancel, ImGuiNavReadMode_Pressed);
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const bool is_cancel = IsKeyPressed(ImGuiKey_Escape) || IsNavInputPressed(ImGuiNavInput_Cancel);
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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); }
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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); }
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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); }
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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); }
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