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Nav: Comments (#787)
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TODO.txt
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TODO.txt
@ -157,6 +157,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- tooltip: allow tooltips with timers? or general timer policy? (instaneous vs timed)
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- menus: calling BeginMenu() twice with a same name doesn't append as Begin() does for regular windows (#1207)
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- menus: menu bars inside modals windows are acting weird.
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- statusbar: add a per-window status bar helper similar to what menubar does.
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- shortcuts: local-style shortcut api, e.g. parse "&Save"
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- shortcuts,menus: global-style shortcut api e.g. "Save (CTRL+S)" -> explicit flag for recursing into closed menu
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@ -230,6 +231,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- font: (api breaking) removed "TTF" from symbol names. also because it now supports OTF.
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- nav: integrate navigation branch into master. (#787)
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- nav: Left within a tree node block as a fallback.
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- nav: Esc on a flattened child
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- nav: menus: allow pressing Menu to leave a sub-menu.
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- nav: integrate/design keyboard controls.
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@ -237,6 +239,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- nav: tabs should go through most/all widgets (in submission order?).
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- nav: cannot access menubar of a flattened child window with Alt/menu key (not a very common use case..).
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- nav: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys.
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- nav: when activating a button that changes label (without a static ID) or disappear, can we somehow automatically recover into a nearest highlight item?
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- focus: preserve ActiveId/focus stack state, e.g. when opening a menu and close it, previously selected InputText() focus gets restored (#622)
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- focus: SetKeyboardFocusHere() on with >= 0 offset could be done on same frame (else latch and modulate on beginning of next frame)
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- focus: unable to use SetKeyboardFocusHere() on clipped widgets. (#787)
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15
imgui.cpp
15
imgui.cpp
@ -211,26 +211,27 @@
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USING GAMEPAD/KEYBOARD NAVIGATION [BETA]
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- Gamepad/keyboard navigation support is available, currently in Beta with some issues. Your feedback and bug reports are welcome.
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- Gamepad/keyboard navigation support is now available. Your feedback and bug reports are greatly welcome!
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- See https://github.com/ocornut/imgui/issues/787 discussion thread and ask questions there.
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- The current primary focus is to support game controllers.
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- Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback.
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- Consider using Synergy host (on your computer) + uSynergy.c (in your console/tablet/phone app) to use PC mouse/keyboard.
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- The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable.
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- Your inputs are passed to imgui by filling the io.NavInputs[] array. See 'enum ImGuiNavInput_' in imgui.h for a description of available inputs.
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- Please refer to the examples/ application for suggested keyboard and gamepad mapping.
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- PS4 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback.
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- Consoles/Tablet/Phone users: Consider using Synergy host (on your computer) + uSynergy.c (in your console/tablet/phone app) to use your PC mouse/keyboard.
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- The ImGuiNavFlags_EnableGamepad and ImGuiNavFlags_EnableKeyboard flags of io.NavFlags are only here to instruct your binding whether to find inputs.
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- For gamepad use, the easiest approach is to go all-or-nothing, with a buttons combo that toggle your inputs between imgui and your game/application.
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Sharing inputs in a more advanced or granular way between imgui and your game/application may be tricky and requires further work on imgui.
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For more advanced uses, you may want to use:
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- io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
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- io.NavVisible: true when the navigation cursor is visible (and usually goes false when mouse is used).
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- query focus information with IsWindowFocused(), IsAnyWindowFocused(), IsAnyItemFocused() functions.
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- query focus information with e.g. IsWindowFocused(), IsItemFocused() etc. functions.
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The reality is more complex than what those flags can express. Please discuss your issues and usage scenario in the thread above!
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As we head toward more keyboard-oriented development this aspect will need to be improved.
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- On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiNavFlags_MoveMouse flag in io.NavFlags.
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Enabling ImGuiNavFlags_MoveMouse instructs dear imgui to move your mouse cursor along when navigation movement.
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Enabling ImGuiNavFlags_MoveMouse instructs dear imgui to move your mouse cursor along with navigation movement.
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When enabled, the NewFrame() functions may alter 'io.MousePos' and set 'io.WantMoveMouse' to notify you that it did so.
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When that happens your back-end NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the binding in examples/ do that.
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(Important: It you set the ImGuiNavFlags_MoveMouse flag but don't honor 'io.WantMoveMouse' properly, imgui will misbehave as it will think your mouse is moving back and forth.)
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(If you set the ImGuiNavFlags_MoveMouse flag but don't honor 'io.WantMoveMouse' properly, imgui will misbehave as it will see your mouse as moving back and forth.)
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(In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want
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to set a boolean to ignore your other external mouse positions until the external source is moved again.)
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@ -1533,7 +1533,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
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ImGui::OpenPopup("Delete?");
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if (ImGui::BeginPopupModal("Delete?", NULL, ImGuiWindowFlags_AlwaysAutoResize))
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{
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ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!\n\n");
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ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!\n\n");
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ImGui::Separator();
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//static int dummy_i = 0;
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