Merge branch 'ocornut:master' into sdl_cpu
This commit is contained in:
@@ -95,9 +95,16 @@ Other Changes:
|
||||
- ColorButton() border thickness.
|
||||
- Separator() thickness, via scaling newly added style.SeparatorSize. (#2657, #9263)
|
||||
- Nav:
|
||||
- Changed Gamepad mapping for "Activate with Text Input" action: (#8803, #787)
|
||||
- Previously: press North button (PS4/PS5 triangle, Switch X, Xbox Y).
|
||||
- Now: long press (hold) Activate button (PS4/PS5 cross, Switch B, Xbox A) for ~0.60 secs.
|
||||
This is rarely used, somehow easier to discover, and frees a button for other uses.
|
||||
See updated Gamepad Control Sheets: https://www.dearimgui.com/controls_sheets
|
||||
- Short Gamepad Activation press on InputText() always activate with Text Input mode.
|
||||
- Popups: Shift+F10 or Menu key can now open popups menus when using
|
||||
BeginPopupContextItem(), BeginPopupContextWindow() or OpenPopupOnItemClick().
|
||||
(#8803, #9270) [@exelix11, @ocornut]
|
||||
- Popups: pressing North button (PS4/PS5 triangle, SwitchX, Xbox Y) also open popups menus.
|
||||
- Clipper:
|
||||
- Clear `DisplayStart`/`DisplayEnd` fields when `Step()` returns false.
|
||||
- Added `UserIndex` helper storage. This is solely a convenience for cases where
|
||||
|
||||
@@ -1313,6 +1313,7 @@ static const float FONT_DEFAULT_SIZE_BASE = 20.0f;
|
||||
static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in
|
||||
static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear
|
||||
static const float NAV_ACTIVATE_HIGHLIGHT_TIMER = 0.10f; // Time to highlight an item activated by a shortcut.
|
||||
static const float NAV_ACTIVATE_INPUT_WITH_GAMEPAD_DELAY = 0.60f; // Time to hold activation button (e.g. FaceDown) to turn the activation into a text input.
|
||||
static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time.
|
||||
static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 0.70f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
|
||||
|
||||
@@ -4217,6 +4218,7 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas)
|
||||
NavWindow = NULL;
|
||||
NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = 0;
|
||||
NavLayer = ImGuiNavLayer_Main;
|
||||
NavIdItemFlags = ImGuiItemFlags_None;
|
||||
NavOpenContextMenuItemId = NavOpenContextMenuWindowId = 0;
|
||||
NavNextActivateId = 0;
|
||||
NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None;
|
||||
@@ -13101,6 +13103,7 @@ void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
|
||||
window->NavLastIds[nav_layer] = id;
|
||||
if (g.LastItemData.ID == id)
|
||||
window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect);
|
||||
g.NavIdItemFlags = (g.LastItemData.ID == id) ? g.LastItemData.ItemFlags : ImGuiItemFlags_None;
|
||||
if (id == g.ActiveIdIsAlive)
|
||||
g.NavIdIsAlive = true;
|
||||
|
||||
@@ -13370,6 +13373,7 @@ static void ImGui::NavProcessItem()
|
||||
SetNavFocusScope(g.CurrentFocusScopeId); // Will set g.NavFocusScopeId AND store g.NavFocusScopePath
|
||||
g.NavFocusScopeId = g.CurrentFocusScopeId;
|
||||
g.NavIdIsAlive = true;
|
||||
g.NavIdItemFlags = item_flags;
|
||||
if (g.LastItemData.ItemFlags & ImGuiItemFlags_HasSelectionUserData)
|
||||
{
|
||||
IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid);
|
||||
@@ -13763,21 +13767,25 @@ static void ImGui::NavUpdate()
|
||||
{
|
||||
const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_NoOwner));
|
||||
const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, 0, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, 0, ImGuiKeyOwner_NoOwner)));
|
||||
const bool input_down = (nav_keyboard_active && (IsKeyDown(ImGuiKey_Enter, ImGuiKeyOwner_NoOwner) || IsKeyDown(ImGuiKey_KeypadEnter, ImGuiKeyOwner_NoOwner))) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_NoOwner));
|
||||
const bool input_pressed = input_down && ((nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, 0, ImGuiKeyOwner_NoOwner) || IsKeyPressed(ImGuiKey_KeypadEnter, 0, ImGuiKeyOwner_NoOwner))) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, 0, ImGuiKeyOwner_NoOwner)));
|
||||
const bool input_pressed_keyboard = nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, 0, ImGuiKeyOwner_NoOwner) || IsKeyPressed(ImGuiKey_KeypadEnter, 0, ImGuiKeyOwner_NoOwner));
|
||||
bool input_pressed_gamepad = false;
|
||||
if (activate_down && nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_NoOwner) && (g.NavIdItemFlags & ImGuiItemFlags_Inputable)) // requires ImGuiItemFlags_Inputable to avoid retriggering regular buttons.
|
||||
if (GetKeyData(ImGuiKey_NavGamepadActivate)->DownDurationPrev < NAV_ACTIVATE_INPUT_WITH_GAMEPAD_DELAY && GetKeyData(ImGuiKey_NavGamepadActivate)->DownDuration >= NAV_ACTIVATE_INPUT_WITH_GAMEPAD_DELAY)
|
||||
input_pressed_gamepad = true;
|
||||
|
||||
if (g.ActiveId == 0 && activate_pressed)
|
||||
{
|
||||
g.NavActivateId = g.NavId;
|
||||
g.NavActivateFlags = ImGuiActivateFlags_PreferTweak;
|
||||
}
|
||||
if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed)
|
||||
if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (input_pressed_keyboard || input_pressed_gamepad))
|
||||
{
|
||||
g.NavActivateId = g.NavId;
|
||||
g.NavActivateFlags = ImGuiActivateFlags_PreferInput;
|
||||
}
|
||||
if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_down))
|
||||
if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_pressed_keyboard || input_pressed_gamepad)) // FIXME-NAV: Unsure why input_pressed_xxx (migrated from input_down which was already dubious)
|
||||
g.NavActivateDownId = g.NavId;
|
||||
if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed))
|
||||
if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed_keyboard || input_pressed_gamepad))
|
||||
{
|
||||
g.NavActivatePressedId = g.NavId;
|
||||
NavHighlightActivated(g.NavId);
|
||||
@@ -14244,10 +14252,13 @@ static void ImGui::NavUpdateContextMenuRequest()
|
||||
ImGuiContext& g = *GImGui;
|
||||
g.NavOpenContextMenuItemId = g.NavOpenContextMenuWindowId = 0;
|
||||
const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
|
||||
if (!nav_keyboard_active || g.NavWindow == NULL)
|
||||
const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
|
||||
if ((!nav_keyboard_active && !nav_gamepad_active) || g.NavWindow == NULL)
|
||||
return;
|
||||
|
||||
const bool request = IsKeyReleased(ImGuiKey_Menu, ImGuiKeyOwner_NoOwner) || (IsKeyPressed(ImGuiKey_F10, ImGuiInputFlags_None, ImGuiKeyOwner_NoOwner) && g.IO.KeyMods == ImGuiMod_Shift);
|
||||
bool request = false;
|
||||
request |= nav_keyboard_active && (IsKeyReleased(ImGuiKey_Menu, ImGuiKeyOwner_NoOwner) || (IsKeyPressed(ImGuiKey_F10, ImGuiInputFlags_None, ImGuiKeyOwner_NoOwner) && g.IO.KeyMods == ImGuiMod_Shift));
|
||||
request |= nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadContextMenu, ImGuiInputFlags_None, ImGuiKeyOwner_NoOwner);
|
||||
if (!request)
|
||||
return;
|
||||
g.NavOpenContextMenuItemId = g.NavId;
|
||||
|
||||
@@ -1618,10 +1618,10 @@ enum ImGuiKey : int
|
||||
// // XBOX | SWITCH | PLAYSTA. | -> ACTION
|
||||
ImGuiKey_GamepadStart, // Menu | + | Options |
|
||||
ImGuiKey_GamepadBack, // View | - | Share |
|
||||
ImGuiKey_GamepadFaceLeft, // X | Y | Square | Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows)
|
||||
ImGuiKey_GamepadFaceLeft, // X | Y | Square | Toggle Menu. Hold for Windowing mode (Focus/Move/Resize windows)
|
||||
ImGuiKey_GamepadFaceRight, // B | A | Circle | Cancel / Close / Exit
|
||||
ImGuiKey_GamepadFaceUp, // Y | X | Triangle | Text Input / On-screen Keyboard
|
||||
ImGuiKey_GamepadFaceDown, // A | B | Cross | Activate / Open / Toggle / Tweak
|
||||
ImGuiKey_GamepadFaceUp, // Y | X | Triangle | Open Context Menu
|
||||
ImGuiKey_GamepadFaceDown, // A | B | Cross | Activate / Open / Toggle. Hold for 0.60f to Activate in Text Input mode (e.g. wired to an on-screen keyboard).
|
||||
ImGuiKey_GamepadDpadLeft, // D-pad Left | " | " | Move / Tweak / Resize Window (in Windowing mode)
|
||||
ImGuiKey_GamepadDpadRight, // D-pad Right | " | " | Move / Tweak / Resize Window (in Windowing mode)
|
||||
ImGuiKey_GamepadDpadUp, // D-pad Up | " | " | Move / Tweak / Resize Window (in Windowing mode)
|
||||
|
||||
+10
-1
@@ -8731,7 +8731,7 @@ void ImGui::ShowUserGuide()
|
||||
BulletText("Ctrl+Z to undo, Ctrl+Y/Ctrl+Shift+Z to redo.");
|
||||
BulletText("Escape to revert.");
|
||||
Unindent();
|
||||
BulletText("With keyboard navigation enabled:");
|
||||
BulletText("With Keyboard controls enabled:");
|
||||
Indent();
|
||||
BulletText("Arrow keys or Home/End/PageUp/PageDown to navigate.");
|
||||
BulletText("Space to activate a widget.");
|
||||
@@ -8740,6 +8740,15 @@ void ImGui::ShowUserGuide()
|
||||
BulletText("Alt to jump to the menu layer of a window.");
|
||||
BulletText("Menu or Shift+F10 to open a context menu.");
|
||||
Unindent();
|
||||
BulletText("With Gamepad controls enabled:");
|
||||
Indent();
|
||||
BulletText("D-Pad: Navigate / Tweak / Resize (in Windowing mode).");
|
||||
BulletText("%s Face button: Activate / Open / Toggle. Hold: activate with text input.", io.ConfigNavSwapGamepadButtons ? "East" : "South");
|
||||
BulletText("%s Face button: Cancel / Close / Exit.", io.ConfigNavSwapGamepadButtons ? "South" : "East");
|
||||
BulletText("West Face button: Toggle Menu. Hold for Windowing mode (Focus/Move/Resize windows).");
|
||||
BulletText("North Face button: Open Context Menu.");
|
||||
BulletText("L1/R1: Tweak Slower/Faster, Focus Previous/Next (in Windowing Mode).");
|
||||
Unindent();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
+3
-2
@@ -1508,8 +1508,8 @@ typedef ImBitArray<ImGuiKey_NamedKey_COUNT, -ImGuiKey_NamedKey_BEGIN> ImBitAr
|
||||
#define ImGuiKey_NavGamepadTweakFast ImGuiKey_GamepadR1
|
||||
#define ImGuiKey_NavGamepadActivate (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceRight : ImGuiKey_GamepadFaceDown)
|
||||
#define ImGuiKey_NavGamepadCancel (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceDown : ImGuiKey_GamepadFaceRight)
|
||||
#define ImGuiKey_NavGamepadMenu ImGuiKey_GamepadFaceLeft
|
||||
#define ImGuiKey_NavGamepadInput ImGuiKey_GamepadFaceUp
|
||||
#define ImGuiKey_NavGamepadMenu ImGuiKey_GamepadFaceLeft // Toggle menu layer. Hold to enable Windowing.
|
||||
#define ImGuiKey_NavGamepadContextMenu ImGuiKey_GamepadFaceUp // Open context menu (same as Shift+F10)
|
||||
|
||||
enum ImGuiInputEventType
|
||||
{
|
||||
@@ -2325,6 +2325,7 @@ struct ImGuiContext
|
||||
ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow'
|
||||
ImGuiID NavFocusScopeId; // Focused focus scope (e.g. selection code often wants to "clear other items" when landing on an item of the same scope)
|
||||
ImGuiNavLayer NavLayer; // Focused layer (main scrolling layer, or menu/title bar layer)
|
||||
ImGuiItemFlags NavIdItemFlags;
|
||||
ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItemByID()
|
||||
ImGuiID NavActivateDownId; // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0
|
||||
ImGuiID NavActivatePressedId; // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat)
|
||||
|
||||
+2
-2
@@ -4760,7 +4760,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
if (is_wordwrap)
|
||||
wrap_width = ImMax(1.0f, GetContentRegionAvail().x + (draw_window->ScrollbarY ? 0.0f : -g.Style.ScrollbarSize));
|
||||
|
||||
const bool input_requested_by_nav = (g.ActiveId != id) && ((g.NavActivateId == id) && ((g.NavActivateFlags & ImGuiActivateFlags_PreferInput) || (g.NavInputSource == ImGuiInputSource_Keyboard)));
|
||||
const bool input_requested_by_nav = (g.ActiveId != id) && (g.NavActivateId == id);
|
||||
const bool input_requested_by_reactivate = (g.InputTextReactivateId == id); // for io.ConfigInputTextEnterKeepActive
|
||||
const bool user_clicked = hovered && io.MouseClicked[0];
|
||||
const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);
|
||||
@@ -5068,7 +5068,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
const bool is_enter = Shortcut(ImGuiKey_Enter, f_repeat, id) || Shortcut(ImGuiKey_KeypadEnter, f_repeat, id);
|
||||
const bool is_ctrl_enter = Shortcut(ImGuiMod_Ctrl | ImGuiKey_Enter, f_repeat, id) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_KeypadEnter, f_repeat, id);
|
||||
const bool is_shift_enter = Shortcut(ImGuiMod_Shift | ImGuiKey_Enter, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_KeypadEnter, f_repeat, id);
|
||||
const bool is_gamepad_validate = nav_gamepad_active && (IsKeyPressed(ImGuiKey_NavGamepadActivate, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false));
|
||||
const bool is_gamepad_validate = nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, false);
|
||||
const bool is_cancel = Shortcut(ImGuiKey_Escape, f_repeat, id) || (nav_gamepad_active && Shortcut(ImGuiKey_NavGamepadCancel, f_repeat, id));
|
||||
|
||||
// FIXME: Should use more Shortcut() and reduce IsKeyPressed()+SetKeyOwner(), but requires modifiers combination to be taken account of.
|
||||
|
||||
Reference in New Issue
Block a user