diff --git a/backends/imgui_impl_glfw.cpp b/backends/imgui_impl_glfw.cpp index 1e48d4e92e9f..376b35ea1205 100644 --- a/backends/imgui_impl_glfw.cpp +++ b/backends/imgui_impl_glfw.cpp @@ -582,7 +582,7 @@ static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0 static void ImGui_ImplGlfw_UpdateGamepads() { ImGuiIO& io = ImGui::GetIO(); - if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. return; io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; diff --git a/backends/imgui_impl_osx.mm b/backends/imgui_impl_osx.mm index 17f2ddf34e4e..3181381e57ac 100644 --- a/backends/imgui_impl_osx.mm +++ b/backends/imgui_impl_osx.mm @@ -517,7 +517,7 @@ static void ImGui_ImplOSX_UpdateGamepads() { ImGuiIO& io = ImGui::GetIO(); memset(io.NavInputs, 0, sizeof(io.NavInputs)); - if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. return; #if APPLE_HAS_CONTROLLER diff --git a/backends/imgui_impl_sdl.cpp b/backends/imgui_impl_sdl.cpp index ac5e76c934d3..9a5ca1d59e51 100644 --- a/backends/imgui_impl_sdl.cpp +++ b/backends/imgui_impl_sdl.cpp @@ -481,7 +481,7 @@ static void ImGui_ImplSDL2_UpdateMouseCursor() static void ImGui_ImplSDL2_UpdateGamepads() { ImGuiIO& io = ImGui::GetIO(); - if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. return; // Get gamepad diff --git a/backends/imgui_impl_win32.cpp b/backends/imgui_impl_win32.cpp index 84ebc9bf21d4..d98ca43e2a90 100644 --- a/backends/imgui_impl_win32.cpp +++ b/backends/imgui_impl_win32.cpp @@ -277,8 +277,8 @@ static void ImGui_ImplWin32_UpdateGamepads() #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD ImGuiIO& io = ImGui::GetIO(); ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); - if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) - return; + //if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. + // return; // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow. // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE. diff --git a/imgui.cpp b/imgui.cpp index 639ce0a8664d..5c00b637604a 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -10266,6 +10266,10 @@ static void ImGui::NavUpdate() for (ImGuiKey key : nav_keyboard_keys_to_change_source) if (IsKeyDown(key)) g.NavInputSource = ImGuiInputSource_Keyboard; + if (!nav_gamepad_active && g.NavInputSource == ImGuiInputSource_Gamepad) + g.NavInputSource = ImGuiInputSource_None; + if (!nav_keyboard_active && g.NavInputSource == ImGuiInputSource_Keyboard) + g.NavInputSource = ImGuiInputSource_None; // Process navigation init request (select first/default focus) if (g.NavInitResultId != 0) @@ -10310,10 +10314,10 @@ static void ImGui::NavUpdate() g.NavActivateFlags = ImGuiActivateFlags_None; if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) { - const bool activate_down = IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_NavGamepadActivate); - const bool activate_pressed = activate_down && (IsKeyPressed(ImGuiKey_Space, false) || IsKeyPressed(ImGuiKey_NavGamepadActivate, false)); - const bool input_down = IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_NavGamepadInput); - const bool input_pressed = input_down && (IsKeyPressed(ImGuiKey_Enter, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false)); + const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate)); + const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, false))); + const bool input_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Enter)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput)); + const bool input_pressed = input_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Enter, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, false))); if (g.ActiveId == 0 && activate_pressed) { g.NavActivateId = g.NavId; @@ -10368,14 +10372,17 @@ static void ImGui::NavUpdate() SetScrollY(window, ImFloor(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); } - // *Normal* Manual scroll with NavScrollXXX keys + // *Normal* Manual scroll with LStick // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds. - const ImVec2 scroll_dir = GetKeyVector2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown); - const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f; - if (scroll_dir.x != 0.0f && window->ScrollbarX) - SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor)); - if (scroll_dir.y != 0.0f) - SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor)); + if (nav_gamepad_active) + { + const ImVec2 scroll_dir = GetKeyVector2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown); + const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f; + if (scroll_dir.x != 0.0f && window->ScrollbarX) + SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor)); + if (scroll_dir.y != 0.0f) + SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor)); + } } // Always prioritize mouse highlight if navigation is disabled @@ -10427,6 +10434,8 @@ void ImGui::NavUpdateCreateMoveRequest() ImGuiContext& g = *GImGui; ImGuiIO& io = g.IO; ImGuiWindow* window = g.NavWindow; + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; if (g.NavMoveForwardToNextFrame && window != NULL) { @@ -10445,10 +10454,10 @@ void ImGui::NavUpdateCreateMoveRequest() if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs)) { const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateNavMove; - if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && (IsKeyPressedEx(ImGuiKey_GamepadDpadLeft, repeat_mode) || IsKeyPressedEx(ImGuiKey_LeftArrow, repeat_mode))) { g.NavMoveDir = ImGuiDir_Left; } - if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && (IsKeyPressedEx(ImGuiKey_GamepadDpadRight, repeat_mode) || IsKeyPressedEx(ImGuiKey_RightArrow, repeat_mode))) { g.NavMoveDir = ImGuiDir_Right; } - if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && (IsKeyPressedEx(ImGuiKey_GamepadDpadUp, repeat_mode) || IsKeyPressedEx(ImGuiKey_UpArrow, repeat_mode))) { g.NavMoveDir = ImGuiDir_Up; } - if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && (IsKeyPressedEx(ImGuiKey_GamepadDpadDown, repeat_mode) || IsKeyPressedEx(ImGuiKey_DownArrow, repeat_mode))) { g.NavMoveDir = ImGuiDir_Down; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && ((nav_gamepad_active && IsKeyPressedEx(ImGuiKey_GamepadDpadLeft, repeat_mode)) || (nav_keyboard_active && IsKeyPressedEx(ImGuiKey_LeftArrow, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressedEx(ImGuiKey_GamepadDpadRight, repeat_mode)) || (nav_keyboard_active && IsKeyPressedEx(ImGuiKey_RightArrow, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && ((nav_gamepad_active && IsKeyPressedEx(ImGuiKey_GamepadDpadUp, repeat_mode)) || (nav_keyboard_active && IsKeyPressedEx(ImGuiKey_UpArrow, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && ((nav_gamepad_active && IsKeyPressedEx(ImGuiKey_GamepadDpadDown, repeat_mode)) || (nav_keyboard_active && IsKeyPressedEx(ImGuiKey_DownArrow, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Down; } } g.NavMoveClipDir = g.NavMoveDir; g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); @@ -10456,7 +10465,6 @@ void ImGui::NavUpdateCreateMoveRequest() // Update PageUp/PageDown/Home/End scroll // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag? - const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; float scoring_rect_offset_y = 0.0f; if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active) scoring_rect_offset_y = NavUpdatePageUpPageDown(); @@ -10654,7 +10662,9 @@ void ImGui::NavMoveRequestApplyResult() static void ImGui::NavUpdateCancelRequest() { ImGuiContext& g = *GImGui; - if (!IsKeyPressed(ImGuiKey_Escape, false) && !IsKeyPressed(ImGuiKey_NavGamepadCancel, false)) + const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, false)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, false))) return; IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n"); @@ -10906,8 +10916,10 @@ static void ImGui::NavUpdateWindowing() } // Start CTRL+Tab or Square+L/R window selection - const bool start_windowing_with_gamepad = allow_windowing && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, false); - const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && io.KeyCtrl && IsKeyPressed(ImGuiKey_Tab, false); + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, false); + const bool start_windowing_with_keyboard = allow_windowing && nav_keyboard_active && !g.NavWindowingTarget && io.KeyCtrl && IsKeyPressed(ImGuiKey_Tab, false); if (start_windowing_with_gamepad || start_windowing_with_keyboard) if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) { @@ -10959,7 +10971,6 @@ static void ImGui::NavUpdateWindowing() // Keyboard: Press and Release ALT to toggle menu layer // - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer. // - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway. - const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; if (nav_keyboard_active && IsKeyPressed(ImGuiKey_ModAlt)) { g.NavWindowingToggleLayer = true; diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index e07384027c86..8336db135de7 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -4351,9 +4351,10 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ const bool is_select_all = is_shortcut_key && IsKeyPressed(ImGuiKey_A); // We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful. + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter, true) || IsKeyPressed(ImGuiKey_KeypadEnter, true); - const bool is_gamepad_validate = IsKeyPressed(ImGuiKey_NavGamepadActivate, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false); - const bool is_cancel = IsKeyPressed(ImGuiKey_Escape, false) || IsKeyPressed(ImGuiKey_NavGamepadCancel, false); + const bool is_gamepad_validate = nav_gamepad_active && (IsKeyPressed(ImGuiKey_NavGamepadActivate, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false)); + const bool is_cancel = IsKeyPressed(ImGuiKey_Escape, false) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, false)); if (IsKeyPressed(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } else if (IsKeyPressed(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); }