diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 50734a026..df0f2bf5e 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -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] diff --git a/imgui.cpp b/imgui.cpp index c043989ae..61a6456bc 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -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); diff --git a/imgui.h b/imgui.h index a41b91b52..349c31040 100644 --- a/imgui.h +++ b/imgui.h @@ -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) diff --git a/imgui_internal.h b/imgui_internal.h index cd1ae9664..e9eded337 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1509,7 +1509,7 @@ typedef ImBitArray 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) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 78fae523b..6552dc975 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -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.