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Nav: Activation can also be performed with Keypad Enter. (#5606)
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@ -61,6 +61,7 @@ Other changes:
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speed asymetry when (incorrectly) attempting to scroll by non-integer amount. (#6677)
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- Nav, IO: SetNextFrameWantCaptureKeyboard(false) calls are not overrided back to true when
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navigation is enabled. SetNextFrameWantCaptureKeyboard() is always higher priority. (#6997)
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- Nav: Activation can also be performed with Keypad Enter. (#5606)
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- Drag and Drop: Fixed drop target highlight on items temporarily pushing a widened clip rect
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(namely Selectables and Treenodes using SpanAllColumn flag) so the highlight properly covers
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all columns. (#7049, #4281, #3272)
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@ -11652,8 +11652,8 @@ static void ImGui::NavUpdate()
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{
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const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate));
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const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, false)));
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const bool input_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Enter)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput));
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const bool input_pressed = input_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Enter, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, false)));
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const bool input_down = (nav_keyboard_active && (IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_KeyPadEnter))) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput));
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const bool input_pressed = input_down && ((nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, false) || IsKeyPressed(ImGuiKey_KeyPadEnter, false))) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, false)));
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if (g.ActiveId == 0 && activate_pressed)
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{
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g.NavActivateId = g.NavId;
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