Nav, Docs: consistently use "keyboard/gamepad" instead of sometimes "gamepad/keyboard".

This commit is contained in:
ocornut
2024-10-18 17:26:20 +02:00
parent 1ff9768aa3
commit 3982cb35dc
5 changed files with 41 additions and 36 deletions

View File

@@ -1400,6 +1400,13 @@ ImGuiIO::ImGuiIO()
FontAllowUserScaling = false;
DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
// Keyboard/Gamepad Navigation options
ConfigNavSwapGamepadButtons = false;
ConfigNavMoveSetMousePos = false;
ConfigNavCaptureKeyboard = true;
ConfigNavEscapeClearFocusItem = true;
ConfigNavEscapeClearFocusWindow = false;
// Miscellaneous options
MouseDrawCursor = false;
#ifdef __APPLE__
@@ -1407,11 +1414,6 @@ ImGuiIO::ImGuiIO()
#else
ConfigMacOSXBehaviors = false;
#endif
ConfigNavSwapGamepadButtons = false;
ConfigNavMoveSetMousePos = false;
ConfigNavCaptureKeyboard = true;
ConfigNavEscapeClearFocusItem = true;
ConfigNavEscapeClearFocusWindow = false;
ConfigInputTrickleEventQueue = true;
ConfigInputTextCursorBlink = true;
ConfigInputTextEnterKeepActive = false;
@@ -3900,8 +3902,13 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas)
CurrentItemFlags = ImGuiItemFlags_None;
DebugShowGroupRects = false;
NavCursorVisible = false;
NavHighlightItemUnderNav = false;
NavMousePosDirty = false;
NavIdIsAlive = false;
NavId = 0;
NavWindow = NULL;
NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = 0;
NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = 0;
NavLayer = ImGuiNavLayer_Main;
NavNextActivateId = 0;
NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None;
@@ -3909,10 +3916,6 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas)
NavHighlightActivatedTimer = 0.0f;
NavInputSource = ImGuiInputSource_Keyboard;
NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
NavIdIsAlive = false;
NavMousePosDirty = false;
NavCursorVisible = false;
NavHighlightItemUnderNav = false;
NavAnyRequest = false;
NavInitRequest = false;
@@ -5197,7 +5200,7 @@ void ImGui::NewFrame()
//IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt));
//IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper));
// Update gamepad/keyboard navigation
// Update keyboard/gamepad navigation
NavUpdate();
// Update mouse input state
@@ -9777,7 +9780,7 @@ static void ImGui::UpdateMouseInputs()
g.MouseStationaryTimer = mouse_stationary ? (g.MouseStationaryTimer + io.DeltaTime) : 0.0f;
//IMGUI_DEBUG_LOG("%.4f\n", g.MouseStationaryTimer);
// If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true.
// If mouse moved we re-enable mouse hovering in case it was disabled by keyboard/gamepad. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true.
if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)
g.NavHighlightItemUnderNav = false;
@@ -9816,7 +9819,7 @@ static void ImGui::UpdateMouseInputs()
// We provide io.MouseDoubleClicked[] as a legacy service
io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2);
// Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation
// Clicking any mouse button reactivate mouse hovering which may have been deactivated by keyboard/gamepad navigation
if (io.MouseClicked[i])
g.NavHighlightItemUnderNav = false;
}
@@ -12310,7 +12313,7 @@ static float inline NavScoreItemDistInterval(float cand_min, float cand_max, flo
return 0.0f;
}
// Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057
// Scoring function for keyboard/gamepad directional navigation. Based on https://gist.github.com/rygorous/6981057
static bool ImGui::NavScoreItem(ImGuiNavItemData* result)
{
ImGuiContext& g = *GImGui;