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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_vulkan.cpp
This commit is contained in:
@@ -477,6 +477,9 @@ void ImGui::BulletTextV(const char* fmt, va_list args)
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// Frame N + RepeatDelay + RepeatRate*N true true - true
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//-------------------------------------------------------------------------------------------------------------------------------------------------
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// FIXME: For refactor we could output flags, incl mouse hovered vs nav keyboard vs nav triggered etc.
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// And better standardize how widgets use 'GetColor32((held && hovered) ? ... : hovered ? ...)' vs 'GetColor32(held ? ... : hovered ? ...);'
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// For mouse feedback we typically prefer the 'held && hovered' test, but for nav feedback not always. Outputting hovered=true on Activation may be misleading.
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bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags)
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{
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ImGuiContext& g = *GImGui;
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@@ -597,8 +600,8 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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g.NavDisableHighlight = true;
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}
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// Gamepad/Keyboard navigation
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// We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse.
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// Gamepad/Keyboard handling
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// We report navigated and navigation-activated items as hovered but we don't set g.HoveredId to not interfere with mouse.
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if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover)
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if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus))
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hovered = true;
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@@ -621,8 +624,10 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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pressed = true;
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SetActiveID(id, window);
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g.ActiveIdSource = g.NavInputSource;
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if (!(flags & ImGuiButtonFlags_NoNavFocus))
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if (!(flags & ImGuiButtonFlags_NoNavFocus) && !(g.NavActivateFlags & ImGuiActivateFlags_FromShortcut))
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SetFocusID(id, window);
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if (g.NavActivateFlags & ImGuiActivateFlags_FromShortcut)
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g.ActiveIdFromShortcut = true;
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}
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}
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@@ -667,7 +672,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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{
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// When activated using Nav, we hold on the ActiveID until activation button is released
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if (g.NavActivateDownId == id)
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held = true;
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held = true; // hovered == true not true as we are already likely hovered on direct activation.
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else
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ClearActiveID();
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}
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@@ -675,6 +680,10 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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g.ActiveIdHasBeenPressedBefore = true;
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}
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// Activation highlight (this may be a remote activation)
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if (g.NavHighlightActivatedId == id)
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hovered = true;
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if (out_hovered) *out_hovered = hovered;
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if (out_held) *out_held = held;
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@@ -4257,6 +4266,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
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if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory))
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g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
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SetKeyOwner(ImGuiKey_Enter, id);
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SetKeyOwner(ImGuiKey_KeypadEnter, id);
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SetKeyOwner(ImGuiKey_Home, id);
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SetKeyOwner(ImGuiKey_End, id);
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if (is_multiline)
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@@ -4266,8 +4277,6 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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}
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if (is_osx)
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SetKeyOwner(ImGuiMod_Alt, id);
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if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character.
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SetShortcutRouting(ImGuiKey_Tab, id);
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}
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// We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function)
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@@ -4396,11 +4405,20 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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// We expect backends to emit a Tab key but some also emit a Tab character which we ignore (#2467, #1336)
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// (For Tab and Enter: Win32/SFML/Allegro are sending both keys and chars, GLFW and SDL are only sending keys. For Space they all send all threes)
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if ((flags & ImGuiInputTextFlags_AllowTabInput) && Shortcut(ImGuiKey_Tab, id, ImGuiInputFlags_Repeat) && !is_readonly)
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if ((flags & ImGuiInputTextFlags_AllowTabInput) && !is_readonly)
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{
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unsigned int c = '\t'; // Insert TAB
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if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard))
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state->OnKeyPressed((int)c);
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if (Shortcut(ImGuiKey_Tab, id, ImGuiInputFlags_Repeat))
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{
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unsigned int c = '\t'; // Insert TAB
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if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard))
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state->OnKeyPressed((int)c);
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}
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// FIXME: Implement Shift+Tab
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/*
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if (Shortcut(ImGuiKey_Tab | ImGuiMod_Shift, id, ImGuiInputFlags_Repeat))
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{
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}
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*/
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}
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// Process regular text input (before we check for Return because using some IME will effectively send a Return?)
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