Nav: changed Gamepad mapping for "Activate with Text Input" action from FaceUp press to FaceDown long press. (#8803, #787)

This commit is contained in:
ocornut
2026-03-13 14:48:10 +01:00
parent 6dbda97fee
commit b76ab6232d
5 changed files with 23 additions and 9 deletions

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@@ -95,6 +95,11 @@ 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
- Popups: Shift+F10 or Menu key can now open popups menus when using
BeginPopupContextItem(), BeginPopupContextWindow() or OpenPopupOnItemClick().
(#8803, #9270) [@exelix11, @ocornut]

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@@ -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);

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@@ -1620,8 +1620,8 @@ enum ImGuiKey : int
ImGuiKey_GamepadBack, // View | - | Share |
ImGuiKey_GamepadFaceLeft, // X | Y | Square | Tap: Toggle Menu. Hold: 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 |
ImGuiKey_GamepadFaceDown, // A | B | Cross | Activate / Open / Toggle / Tweak. 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)

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@@ -1509,7 +1509,7 @@ typedef ImBitArray<ImGuiKey_NamedKey_COUNT, -ImGuiKey_NamedKey_BEGIN> ImBitAr
#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_NavGamepadInput ImGuiKey_GamepadFaceUp
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)

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@@ -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.