From 3b2f61765296a005eb15b11b055ac0b7fddbb4d2 Mon Sep 17 00:00:00 2001 From: ocornut Date: Thu, 9 Mar 2023 14:59:19 +0100 Subject: [PATCH 1/5] BeginTooltip: Added 'bool' return value to BeginTooltip() for API consistency. Updated demo. Add SetWindowHiddendAndSkipItemsForCurrentFrame(). --- docs/CHANGELOG.txt | 5 +++++ imgui.cpp | 42 ++++++++++++++++++++++++++---------------- imgui.h | 4 ++-- imgui_demo.cpp | 19 ++++++++----------- imgui_internal.h | 3 ++- 5 files changed, 43 insertions(+), 30 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 11fbe8b4..bdc8e1b4 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -44,6 +44,10 @@ Breaking Changes: OK: #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui.h" / #include "imgui_internal.h" Error: #include "imgui.h" / #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui_internal.h" Added a dedicated compile-time check message to help diagnose this. +- Tooltips: Added 'bool' return value to BeginTooltip() for API consistency. + Please only submit contents and call EndTooltip() if BeginTooltip() returns true. + In reality the function will _currently_ always return true, but further changes down the + line may change this, best to clarify API sooner. Updated demo code accordingly. Other changes: @@ -66,6 +70,7 @@ Other changes: - Backends: SDL2, SDL3: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644) [@adamkewley] - Examples: Android: Fixed example build for Gradle 8. (#6229, #6227) [@duddel] +- Demo: Updated to test return value of BeginTooltip(). ----------------------------------------------------------------------- diff --git a/imgui.cpp b/imgui.cpp index 8a7fa888..2f633045 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -387,6 +387,7 @@ CODE When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. + - 2023/03/09 (1.89.4) - tooltips: Added 'bool' return value to BeginTooltip() for API consistency. Please only submit contents and call EndTooltip() if BeginTooltip() returns true. In reality the function will _currently_ always return true, but further changes down the line may change this, best to clarify API sooner. - 2023/02/15 (1.89.4) - moved the optional "courtesy maths operators" implementation from imgui_internal.h in imgui.h. Even though we encourage using your own maths types and operators by setting up IM_VEC2_CLASS_EXTRA, it has been frequently requested by people to use our own. We had an opt-in define which was @@ -7281,6 +7282,12 @@ void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const I window->HitTestHoleOffset = ImVec2ih(pos - window->Pos); } +void ImGui::SetWindowHiddendAndSkipItemsForCurrentFrame(ImGuiWindow* window) +{ + window->Hidden = window->SkipItems = true; + window->HiddenFramesCanSkipItems = 1; +} + void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond) { SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond); @@ -9875,12 +9882,12 @@ void ImGui::SetScrollHereY(float center_y_ratio) // [SECTION] TOOLTIPS //----------------------------------------------------------------------------- -void ImGui::BeginTooltip() +bool ImGui::BeginTooltip() { - BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None); + return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None); } -void ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags) +bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags) { ImGuiContext& g = *GImGui; @@ -9904,12 +9911,17 @@ void ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags ext if (window->Active) { // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one. - window->Hidden = true; - window->HiddenFramesCanSkipItems = 1; // FIXME: This may not be necessary? + SetWindowHiddendAndSkipItemsForCurrentFrame(window); ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount); } ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize; Begin(window_name, NULL, flags | extra_window_flags); + // 2023-03-09: Added bool return value to the API, but currently always returning true. + // If this ever returns false we need to update BeginDragDropSource() accordingly. + //if (!ret) + // End(); + //return ret; + return true; } void ImGui::EndTooltip() @@ -12030,13 +12042,12 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) { // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit) // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents. - BeginTooltip(); + bool ret = BeginTooltip(); + IM_ASSERT(ret); // FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddendAndSkipItemsForCurrentFrame(). + IM_UNUSED(ret); + if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip)) - { - ImGuiWindow* tooltip_window = g.CurrentWindow; - tooltip_window->Hidden = tooltip_window->SkipItems = true; - tooltip_window->HiddenFramesCanSkipItems = 1; - } + SetWindowHiddendAndSkipItemsForCurrentFrame(g.CurrentWindow); } if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern)) @@ -13228,9 +13239,8 @@ void ImGui::DebugTextEncoding(const char* str) static void MetricsHelpMarker(const char* desc) { ImGui::TextDisabled("(?)"); - if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort)) + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort) && ImGui::BeginTooltip()) { - ImGui::BeginTooltip(); ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); ImGui::TextUnformatted(desc); ImGui::PopTextWrapPos(); @@ -13994,9 +14004,8 @@ void ImGui::DebugNodeFont(ImFont* font) if (!glyph) continue; font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n)); - if (IsMouseHoveringRect(cell_p1, cell_p2)) + if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip()) { - BeginTooltip(); DebugNodeFontGlyph(font, glyph); EndTooltip(); } @@ -14333,7 +14342,8 @@ void ImGui::UpdateDebugToolItemPicker() if (change_mapping && IsMouseClicked(mouse_button)) g.DebugItemPickerMouseButton = (ImU8)mouse_button; SetNextWindowBgAlpha(0.70f); - BeginTooltip(); + if (!BeginTooltip()) + return; Text("HoveredId: 0x%08X", hovered_id); Text("Press ESC to abort picking."); const char* mouse_button_names[] = { "Left", "Right", "Middle" }; diff --git a/imgui.h b/imgui.h index 1dc498d2..4af5d246 100644 --- a/imgui.h +++ b/imgui.h @@ -665,8 +665,8 @@ namespace ImGui // Tooltips // - Tooltip are windows following the mouse. They do not take focus away. - IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items). - IMGUI_API void EndTooltip(); + IMGUI_API bool BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items). + IMGUI_API void EndTooltip(); // only call EndTooltip() if BeginTooltip() returns true! IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip(). IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 82a80114..84937f93 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -211,9 +211,8 @@ static void ShowDemoWindowInputs(); static void HelpMarker(const char* desc) { ImGui::TextDisabled("(?)"); - if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort)) + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort) && ImGui::BeginTooltip()) { - ImGui::BeginTooltip(); ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); ImGui::TextUnformatted(desc); ImGui::PopTextWrapPos(); @@ -629,9 +628,8 @@ static void ShowDemoWindowWidgets() ImGui::SameLine(); ImGui::SmallButton("Fancy"); - if (ImGui::IsItemHovered()) + if (ImGui::IsItemHovered() && ImGui::BeginTooltip()) { - ImGui::BeginTooltip(); ImGui::Text("I am a fancy tooltip"); static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; ImGui::PlotLines("Curve", arr, IM_ARRAYSIZE(arr)); @@ -1047,9 +1045,8 @@ static void ShowDemoWindowWidgets() ImVec4 tint_col = use_text_color_for_tint ? ImGui::GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint ImVec4 border_col = ImGui::GetStyleColorVec4(ImGuiCol_Border); ImGui::Image(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, tint_col, border_col); - if (ImGui::IsItemHovered()) + if (ImGui::IsItemHovered() && ImGui::BeginTooltip()) { - ImGui::BeginTooltip(); float region_sz = 32.0f; float region_x = io.MousePos.x - pos.x - region_sz * 0.5f; float region_y = io.MousePos.y - pos.y - region_sz * 0.5f; @@ -3722,9 +3719,8 @@ static void EditTableSizingFlags(ImGuiTableFlags* p_flags) } ImGui::SameLine(); ImGui::TextDisabled("(?)"); - if (ImGui::IsItemHovered()) + if (ImGui::IsItemHovered() && ImGui::BeginTooltip()) { - ImGui::BeginTooltip(); ImGui::PushTextWrapPos(ImGui::GetFontSize() * 50.0f); for (int m = 0; m < IM_ARRAYSIZE(policies); m++) { @@ -6318,10 +6314,11 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) // When editing the "Circle Segment Max Error" value, draw a preview of its effect on auto-tessellated circles. ImGui::DragFloat("Circle Tessellation Max Error", &style.CircleTessellationMaxError , 0.005f, 0.10f, 5.0f, "%.2f", ImGuiSliderFlags_AlwaysClamp); - if (ImGui::IsItemActive()) - { + const bool show_samples = ImGui::IsItemActive(); + if (show_samples) ImGui::SetNextWindowPos(ImGui::GetCursorScreenPos()); - ImGui::BeginTooltip(); + if (show_samples && ImGui::BeginTooltip()) + { ImGui::TextUnformatted("(R = radius, N = number of segments)"); ImGui::Spacing(); ImDrawList* draw_list = ImGui::GetWindowDrawList(); diff --git a/imgui_internal.h b/imgui_internal.h index f4d8d70b..86be2aa1 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -2723,6 +2723,7 @@ namespace ImGui IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); IMGUI_API void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size); + IMGUI_API void SetWindowHiddendAndSkipItemsForCurrentFrame(ImGuiWindow* window); inline ImRect WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); } inline ImRect WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); } @@ -2843,7 +2844,7 @@ namespace ImGui IMGUI_API void ClosePopupsExceptModals(); IMGUI_API bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags); IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags); - IMGUI_API void BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags); + IMGUI_API bool BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags); IMGUI_API ImRect GetPopupAllowedExtentRect(ImGuiWindow* window); IMGUI_API ImGuiWindow* GetTopMostPopupModal(); IMGUI_API ImGuiWindow* GetTopMostAndVisiblePopupModal(); From a322122f74a2aa625a128e47e1e29fb2e304bb8b Mon Sep 17 00:00:00 2001 From: ocornut Date: Thu, 9 Mar 2023 16:21:44 +0100 Subject: [PATCH 2/5] InputText: Fixed not being able to use CTRL+Tab while an InputText() using Tab for completion or textinput is active. (regresion from 1.89) + removed unnecessary if block in NavProcessItem() --- docs/CHANGELOG.txt | 2 ++ imgui.cpp | 21 +++++++++------------ imgui_widgets.cpp | 8 ++++---- 3 files changed, 15 insertions(+), 16 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index bdc8e1b4..d171faef 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -59,6 +59,8 @@ Other changes: frame time > repeat rate. Triggering a new move request on the same frame as a move result lead to an incorrect calculation and loss of navigation id. (#6171) - IO: Lifted constraint to call io.AddEventXXX functions from current context. (#4921, #5856, #6199) +- InputText: Fixed not being able to use CTRL+Tab while an InputText() using Tab + for completion or textinput is active (regresion from 1.89). - Drag and Drop: Fixed handling of overlapping targets when smaller one is submitted before and can accept the same data type. (#6183). - Drag and Drop: Clear drag and drop state as soon as delivery is accepted in order to diff --git a/imgui.cpp b/imgui.cpp index 2f633045..70f00d9c 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -10758,18 +10758,15 @@ static void ImGui::NavProcessItem() else if ((g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & ImGuiItemFlags_Disabled)) { ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; - if (!is_tabbing) - { - if (NavScoreItem(result)) - NavApplyItemToResult(result); - - // Features like PageUp/PageDown need to maintain a separate score for the visible set of items. - const float VISIBLE_RATIO = 0.70f; - if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb)) - if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) - if (NavScoreItem(&g.NavMoveResultLocalVisible)) - NavApplyItemToResult(&g.NavMoveResultLocalVisible); - } + if (NavScoreItem(result)) + NavApplyItemToResult(result); + + // Features like PageUp/PageDown need to maintain a separate score for the visible set of items. + const float VISIBLE_RATIO = 0.70f; + if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb)) + if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) + if (NavScoreItem(&g.NavMoveResultLocalVisible)) + NavApplyItemToResult(&g.NavMoveResultLocalVisible); } } diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 433d7e88..0279df23 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -4186,7 +4186,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (is_osx) SetKeyOwner(ImGuiMod_Alt, id); if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character. - SetKeyOwner(ImGuiKey_Tab, id); + SetShortcutRouting(ImGuiKey_Tab, id); } // 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) @@ -4316,8 +4316,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // We expect backends to emit a Tab key but some also emit a Tab character which we ignore (#2467, #1336) // (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) - const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper); - if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressed(ImGuiKey_Tab) && !ignore_char_inputs && !io.KeyShift && !is_readonly) + if ((flags & ImGuiInputTextFlags_AllowTabInput) && Shortcut(ImGuiKey_Tab, id) && !is_readonly) { unsigned int c = '\t'; // Insert TAB if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) @@ -4326,6 +4325,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Process regular text input (before we check for Return because using some IME will effectively send a Return?) // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. + const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper); if (io.InputQueueCharacters.Size > 0) { if (!ignore_char_inputs && !is_readonly && !input_requested_by_nav) @@ -4562,7 +4562,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment. ImGuiInputTextFlags event_flag = 0; ImGuiKey event_key = ImGuiKey_None; - if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && IsKeyPressed(ImGuiKey_Tab)) + if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && Shortcut(ImGuiKey_Tab, id)) { event_flag = ImGuiInputTextFlags_CallbackCompletion; event_key = ImGuiKey_Tab; From e83fb468c68e1955c32aba411066ea7b06222d7f Mon Sep 17 00:00:00 2001 From: ocornut Date: Thu, 9 Mar 2023 17:31:06 +0100 Subject: [PATCH 3/5] Renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop(). (#3092) --- docs/CHANGELOG.txt | 2 ++ imgui.cpp | 12 ++++++------ imgui.h | 9 ++++++--- imgui_demo.cpp | 8 ++++---- imgui_internal.h | 4 ++-- 5 files changed, 20 insertions(+), 15 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index d171faef..16626bdd 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -37,6 +37,8 @@ HOW TO UPDATE? Breaking Changes: +- Renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop(). + Kept inline redirection functions (will obsolete). - Moved the optional "courtesy maths operators" implementation from imgui_internal.h in imgui.h. Even though we encourage using your own maths types and operators by setting up IM_VEC2_CLASS_EXTRA, it has been frequently requested by people to use our own. We had an opt-in define which was diff --git a/imgui.cpp b/imgui.cpp index 70f00d9c..93c126e3 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -387,6 +387,7 @@ CODE When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. + - 2023/03/09 (1.89.4) - renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop(). Kept inline redirection functions (will obsolete). - 2023/03/09 (1.89.4) - tooltips: Added 'bool' return value to BeginTooltip() for API consistency. Please only submit contents and call EndTooltip() if BeginTooltip() returns true. In reality the function will _currently_ always return true, but further changes down the line may change this, best to clarify API sooner. - 2023/02/15 (1.89.4) - moved the optional "courtesy maths operators" implementation from imgui_internal.h in imgui.h. Even though we encourage using your own maths types and operators by setting up IM_VEC2_CLASS_EXTRA, @@ -7008,13 +7009,12 @@ void ImGui::EndDisabled() g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar(); } -// FIXME: Look into renaming this once we have settled the new Focus/Activation/TabStop system. -void ImGui::PushAllowKeyboardFocus(bool allow_keyboard_focus) +void ImGui::PushTabStop(bool tab_stop) { - PushItemFlag(ImGuiItemFlags_NoTabStop, !allow_keyboard_focus); + PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); } -void ImGui::PopAllowKeyboardFocus() +void ImGui::PopTabStop() { PopItemFlag(); } @@ -12471,10 +12471,10 @@ void ImGui::LogButtons() #endif const bool log_to_file = Button("Log To File"); SameLine(); const bool log_to_clipboard = Button("Log To Clipboard"); SameLine(); - PushAllowKeyboardFocus(false); + PushTabStop(false); SetNextItemWidth(80.0f); SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL); - PopAllowKeyboardFocus(); + PopTabStop(); PopID(); // Start logging at the end of the function so that the buttons don't appear in the log diff --git a/imgui.h b/imgui.h index 4af5d246..77a5188b 100644 --- a/imgui.h +++ b/imgui.h @@ -23,7 +23,7 @@ // Library Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345') #define IMGUI_VERSION "1.89.4 WIP" -#define IMGUI_VERSION_NUM 18935 +#define IMGUI_VERSION_NUM 18936 #define IMGUI_HAS_TABLE /* @@ -405,8 +405,8 @@ namespace ImGui IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame(). IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. always use this if you modify the style after NewFrame(). IMGUI_API void PopStyleVar(int count = 1); - IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // == tab stop enable. Allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets - IMGUI_API void PopAllowKeyboardFocus(); + IMGUI_API void PushTabStop(bool tab_stop); // == tab stop enable. Allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets + IMGUI_API void PopTabStop(); IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame. IMGUI_API void PopButtonRepeat(); @@ -3004,6 +3004,9 @@ namespace ImGui #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS namespace ImGui { + // OBSOLETED in 1.89.4 (from March 2023) + static inline void PushAllowKeyboardFocus(bool tab_stop) { PushTabStop(tab_stop); } + static inline void PopAllowKeyboardFocus() { PopTabStop(); } // OBSOLETED in 1.89 (from August 2022) IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // Use new ImageButton() signature (explicit item id, regular FramePadding) // OBSOLETED in 1.88 (from May 2022) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 84937f93..50082d74 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -5828,10 +5828,10 @@ static void ShowDemoWindowInputs() ImGui::InputText("1", buf, IM_ARRAYSIZE(buf)); ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); ImGui::InputText("3", buf, IM_ARRAYSIZE(buf)); - ImGui::PushAllowKeyboardFocus(false); + ImGui::PushTabStop(false); ImGui::InputText("4 (tab skip)", buf, IM_ARRAYSIZE(buf)); ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); - ImGui::PopAllowKeyboardFocus(); + ImGui::PopTabStop(); ImGui::InputText("5", buf, IM_ARRAYSIZE(buf)); ImGui::TreePop(); } @@ -5853,12 +5853,12 @@ static void ShowDemoWindowInputs() ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); if (ImGui::IsItemActive()) has_focus = 2; - ImGui::PushAllowKeyboardFocus(false); + ImGui::PushTabStop(false); if (focus_3) ImGui::SetKeyboardFocusHere(); ImGui::InputText("3 (tab skip)", buf, IM_ARRAYSIZE(buf)); if (ImGui::IsItemActive()) has_focus = 3; ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); - ImGui::PopAllowKeyboardFocus(); + ImGui::PopTabStop(); if (has_focus) ImGui::Text("Item with focus: %d", has_focus); diff --git a/imgui_internal.h b/imgui_internal.h index 86be2aa1..dd152192 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -789,10 +789,10 @@ enum ImGuiItemFlags_ { // Controlled by user ImGuiItemFlags_None = 0, - ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing (FIXME: should merge with _NoNav) + ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing. This is a "lighter" version of ImGuiItemFlags_NoNav. ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings. ImGuiItemFlags_Disabled = 1 << 2, // false // Disable interactions but doesn't affect visuals. See BeginDisabled()/EndDisabled(). See github.com/ocornut/imgui/issues/211 - ImGuiItemFlags_NoNav = 1 << 3, // false // Disable keyboard/gamepad directional navigation (FIXME: should merge with _NoTabStop) + ImGuiItemFlags_NoNav = 1 << 3, // false // Disable any form of focusing (keyboard/gamepad directional navigation and SetKeyboardFocusHere() calls) ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false // Disable item being a candidate for default focus (e.g. used by title bar items) ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // Disable MenuItem/Selectable() automatically closing their popup window ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets) From 2bb9e35a486da2ef8d2375aecf234158f294c641 Mon Sep 17 00:00:00 2001 From: ocornut Date: Thu, 9 Mar 2023 18:53:20 +0100 Subject: [PATCH 4/5] Nav: Tabbing now cycles through all items when ImGuiConfigFlags_NavEnableKeyboard is set. (#3092, #5759, #787) --- docs/CHANGELOG.txt | 4 ++ imgui.cpp | 170 ++++++++++++++++++++++++++------------------- imgui.h | 2 +- 3 files changed, 103 insertions(+), 73 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 16626bdd..80bd0704 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -53,6 +53,10 @@ Breaking Changes: Other changes: +- Nav: Tabbing now cycles through all items when ImGuiConfigFlags_NavEnableKeyboard is set. + (#3092, #5759, #787) +- Nav: Tabbing/Shift-Tabbing can more reliably be used to step out of an item that is not + tab-stoppable. (#3092, #5759, #787) - Nav: Made Enter key submit the same type of Activation event as Space key, allowing to press buttons with Enter. (#5606) (Enter emulates a "prefer text input" activation vs. diff --git a/imgui.cpp b/imgui.cpp index 93c126e3..8507c560 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -39,14 +39,13 @@ Index of this file: DOCUMENTATION - MISSION STATEMENT -- END-USER GUIDE +- CONTROLS GUIDE - PROGRAMMER GUIDE - READ FIRST - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE - HOW A SIMPLE APPLICATION MAY LOOK LIKE - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE - - USING KEYBOARD/GAMEPAD NAVIGATION CONTROLS - API BREAKING CHANGES (read me when you update!) - FREQUENTLY ASKED QUESTIONS (FAQ) - Read all answers online: https://www.dearimgui.org/faq, or in docs/FAQ.md (with a Markdown viewer) @@ -114,27 +113,73 @@ CODE - Limited layout features, intricate layouts are typically crafted in code. - END-USER GUIDE + CONTROLS GUIDE ============== - - Double-click on title bar to collapse window. - - Click upper right corner to close a window, available when 'bool* p_open' is passed to ImGui::Begin(). - - Click and drag on lower right corner to resize window (double-click to auto fit window to its contents). - - Click and drag on any empty space to move window. - - TAB/SHIFT+TAB to cycle through keyboard editable fields. - - CTRL+Click on a slider or drag box to input value as text. - - Use mouse wheel to scroll. - - Text editor: - - Hold SHIFT or use mouse to select text. - - CTRL+Left/Right to word jump. - - CTRL+Shift+Left/Right to select words. - - CTRL+A or Double-Click to select all. - - CTRL+X,CTRL+C,CTRL+V to use OS clipboard/ - - CTRL+Z,CTRL+Y to undo/redo. - - ESCAPE to revert text to its original value. - - Controls are automatically adjusted for OSX to match standard OSX text editing operations. - - General Keyboard controls: enable with ImGuiConfigFlags_NavEnableKeyboard. - - General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. Download controller mapping PNG/PSD at http://dearimgui.org/controls_sheets + - MOUSE CONTROLS + - Mouse wheel: Scroll vertically. + - SHIFT+Mouse wheel: Scroll horizontally. + - Click [X]: Close a window, available when 'bool* p_open' is passed to ImGui::Begin(). + - Click ^, Double-Click title: Collapse window. + - Drag on corner/border: Resize window (double-click to auto fit window to its contents). + - Drag on any empty space: Move window (unless io.ConfigWindowsMoveFromTitleBarOnly = true). + - Left-click outside popup: Close popup stack (right-click over underlying popup: Partially close popup stack). + + - TEXT EDITOR + - Hold SHIFT or Drag Mouse: Select text. + - CTRL+Left/Right: Word jump. + - CTRL+Shift+Left/Right: Select words. + - CTRL+A or Double-Click: Select All. + - CTRL+X, CTRL+C, CTRL+V: Use OS clipboard. + - CTRL+Z, CTRL+Y: Undo, Redo. + - ESCAPE: Revert text to its original value. + - On OSX, controls are automatically adjusted to match standard OSX text editing shortcuts and behaviors. + + - KEYBOARD CONTROLS + - Basic: + - Tab, SHIFT+Tab Cycle through text editable fields. + - CTRL+Tab, CTRL+Shift+Tab Cycle through windows. + - CTRL+Click Input text into a Slider or Drag widget. + - Extended features with `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard`: + - Tab, SHIFT+Tab: Cycle through every items. + - Arrow keys Move through items using directional navigation. Tweak value. + - Arrow keys + Alt, Shift Tweak slower, tweak faster (when using arrow keys). + - Enter Activate item (prefer text input when possible). + - Space Activate item (prefer tweaking with arrows when possible). + - Escape Deactivate item, leave child window, close popup. + - Page Up, Page Down Previous page, next page. + - Home, End Scroll to top, scroll to bottom. + - Alt Toggle between scrolling layer and menu layer. + - CTRL+Tab then Ctrl+Arrows Move window. Hold SHIFT to resize instead of moving. + - Output when ImGuiConfigFlags_NavEnableKeyboard set, + - io.WantCaptureKeyboard flag is set when keyboard is claimed. + - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set. + - io.NavVisible: true when the navigation cursor is visible (usually goes to back false when mouse is used). + + - GAMEPAD CONTROLS + - Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. + - Particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse! + - Download controller mapping PNG/PSD at http://dearimgui.org/controls_sheets + - Backend support: backend needs to: + - Set 'io.BackendFlags |= ImGuiBackendFlags_HasGamepad' + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys. + - For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly. + Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.). + - BEFORE 1.87, BACKENDS USED TO WRITE TO io.NavInputs[]. This is now obsolete. Please call io functions instead! + - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing, + with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved. + + - REMOTE INPUTS SHARING & MOUSE EMULATION + - PS4/PS5 users: Consider emulating a mouse cursor with DualShock touch pad or a spare analog stick as a mouse-emulation fallback. + - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + run examples/libs/synergy/uSynergy.c (on your console/tablet/phone app) + in order to share your PC mouse/keyboard. + - See https://github.com/ocornut/imgui/wiki/Useful-Extensions#remoting for other remoting solutions. + - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag. + Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs Dear ImGui to move your mouse cursor along with navigation movements. + When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved. + When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that. + (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, Dear ImGui will misbehave as it will see your mouse moving back & forth!) + (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 + to set a boolean to ignore your other external mouse positions until the external source is moved again.) PROGRAMMER GUIDE @@ -344,41 +389,6 @@ CODE } - USING KEYBOARD/GAMEPAD NAVIGATION CONTROLS - ------------------------------------------ - - The keyboard/gamepad navigation is fairly functional and keeps being improved. - - Gamepad support is particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse! - - The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. - - Keyboard: - - Application: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. - - Arrow keys to move. Space or Enter to activate (on a slider/drag: Space will tweak with arrow, Enter will input text). - - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), - the io.WantCaptureKeyboard flag will be set. For more advanced uses, you may want to read from: - - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set. - - io.NavVisible: true when the navigation cursor is visible (and usually goes false when mouse is used). - - or query focus information with e.g. IsWindowFocused(ImGuiFocusedFlags_AnyWindow), IsItemFocused() etc. functions. - Please reach out if you think the game vs navigation input sharing could be improved. - - Gamepad: - - Application: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. - - Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys. - For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly. - Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.). - - BEFORE 1.87, BACKENDS USED TO WRITE TO io.NavInputs[]. This is now obsolete. Please call io functions instead! - - You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://dearimgui.org/controls_sheets - - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing, - with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved. - - Mouse: - - PS4/PS5 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback. - - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + uSynergy.c (on your console/tablet/phone app) to share your PC mouse/keyboard. - - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag. - Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs dear imgui to move your mouse cursor along with navigation movements. - When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved. - When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that. - (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, imgui will misbehave as it will see your mouse moving back and forth!) - (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 - to set a boolean to ignore your other external mouse positions until the external source is moved again.) - - API BREAKING CHANGES ==================== @@ -1013,7 +1023,7 @@ static void NavEndFrame(); static bool NavScoreItem(ImGuiNavItemData* result); static void NavApplyItemToResult(ImGuiNavItemData* result); static void NavProcessItem(); -static void NavProcessItemForTabbingRequest(ImGuiID id); +static void NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags); static ImVec2 NavCalcPreferredRefPos(); static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window); static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); @@ -10746,16 +10756,14 @@ static void ImGui::NavProcessItem() // Process Move Request (scoring for navigation) // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy) - if (g.NavMoveScoringItems) + if (g.NavMoveScoringItems && (item_flags & ImGuiItemFlags_Disabled) == 0) { - const bool is_tab_stop = (item_flags & ImGuiItemFlags_Inputable) && (item_flags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0; const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) != 0; if (is_tabbing) { - if (is_tab_stop || (g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi)) - NavProcessItemForTabbingRequest(id); + NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags); } - else if ((g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & ImGuiItemFlags_Disabled)) + else if (g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) { ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; if (NavScoreItem(result)) @@ -10789,18 +10797,31 @@ static void ImGui::NavProcessItem() // - Case 3: tab forward wrap: set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request // - Case 4: tab backward: store all results, on ref id pick prev, stop storing // - Case 5: tab backward wrap: store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested -void ImGui::NavProcessItemForTabbingRequest(ImGuiID id) +void ImGui::NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags) { ImGuiContext& g = *GImGui; + if ((move_flags & ImGuiNavMoveFlags_FocusApi) == 0) + if (g.NavLayer != g.CurrentWindow->DC.NavLayerCurrent) + return; + + // - Can always land on an item when using API call. + // - Tabbing with _NavEnableKeyboard (space/enter/arrows): goes through every item. + // - Tabbing without _NavEnableKeyboard: goes through inputable items only. + bool can_stop; + if (move_flags & ImGuiNavMoveFlags_FocusApi) + can_stop = true; + else + can_stop = (item_flags & ImGuiItemFlags_NoTabStop) == 0 && ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) || (item_flags & ImGuiItemFlags_Inputable)); + // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows) ImGuiNavItemData* result = &g.NavMoveResultLocal; if (g.NavTabbingDir == +1) { // Tab Forward or SetKeyboardFocusHere() with >= 0 - if (g.NavTabbingResultFirst.ID == 0) + if (can_stop && g.NavTabbingResultFirst.ID == 0) NavApplyItemToResult(&g.NavTabbingResultFirst); - if (--g.NavTabbingCounter == 0) + if (can_stop && g.NavTabbingCounter > 0 && --g.NavTabbingCounter == 0) NavMoveRequestResolveWithLastItem(result); else if (g.NavId == id) g.NavTabbingCounter = 1; @@ -10816,16 +10837,18 @@ void ImGui::NavProcessItemForTabbingRequest(ImGuiID id) NavUpdateAnyRequestFlag(); } } - else + else if (can_stop) { + // Keep applying until reaching NavId NavApplyItemToResult(result); } } else if (g.NavTabbingDir == 0) { - // Tab Init - if (g.NavTabbingResultFirst.ID == 0) - NavMoveRequestResolveWithLastItem(&g.NavTabbingResultFirst); + if (can_stop && g.NavId == id) + NavMoveRequestResolveWithLastItem(result); + if (can_stop && g.NavTabbingResultFirst.ID == 0) // Tab init + NavApplyItemToResult(&g.NavTabbingResultFirst); } } @@ -11348,8 +11371,11 @@ void ImGui::NavUpdateCreateTabbingRequest() // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!) // Initially this was designed to use counters and modulo arithmetic, but that could not work with unsubmitted items (list clipper). Instead we use a strategy close to other move requests. // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping. - //// FIXME: We use (g.ActiveId == 0) but (g.NavDisableHighlight == false) might be righter once we can tab through anything - g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1; + const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + if (nav_keyboard_active) + g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavDisableHighlight == true && g.ActiveId == 0) ? 0 : +1; + else + g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1; ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down; NavMoveRequestSubmit(ImGuiDir_None, clip_dir, ImGuiNavMoveFlags_Tabbing, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. @@ -11369,7 +11395,7 @@ void ImGui::NavMoveRequestApplyResult() ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL; // Tabbing forward wrap - if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) + if ((g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && result == NULL) if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID) result = &g.NavTabbingResultFirst; diff --git a/imgui.h b/imgui.h index 77a5188b..66fda139 100644 --- a/imgui.h +++ b/imgui.h @@ -1495,7 +1495,7 @@ enum ImGuiNavInput enum ImGuiConfigFlags_ { ImGuiConfigFlags_None = 0, - ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. + ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + space/enter to activate. ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad. ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth. ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set. From bb224c8aa1de1992c6ea3483df56fb04d6d1b5b6 Mon Sep 17 00:00:00 2001 From: ocornut Date: Fri, 10 Mar 2023 18:35:03 +0100 Subject: [PATCH 5/5] Examples: Updated all examples application to enable ImGuiConfigFlags_NavEnableKeyboard and ImGuiConfigFlags_NavEnableGamepad by default. --- docs/CHANGELOG.txt | 2 ++ examples/example_allegro5/main.cpp | 4 ++-- examples/example_android_opengl3/main.cpp | 2 +- examples/example_apple_metal/main.mm | 6 +++--- examples/example_apple_opengl2/main.mm | 6 +++--- examples/example_emscripten_wgpu/main.cpp | 6 +++--- examples/example_glfw_metal/main.mm | 6 +++--- examples/example_glfw_opengl2/main.cpp | 6 +++--- examples/example_glfw_opengl3/main.cpp | 6 +++--- examples/example_glfw_vulkan/main.cpp | 6 +++--- examples/example_glut_opengl2/main.cpp | 4 ++-- examples/example_sdl2_directx11/main.cpp | 6 +++--- examples/example_sdl2_metal/main.mm | 6 +++--- examples/example_sdl2_opengl2/main.cpp | 6 +++--- examples/example_sdl2_opengl3/main.cpp | 6 +++--- examples/example_sdl2_sdlrenderer/main.cpp | 6 +++--- examples/example_sdl2_vulkan/main.cpp | 6 +++--- examples/example_sdl3_opengl3/main.cpp | 6 +++--- examples/example_win32_directx10/main.cpp | 6 +++--- examples/example_win32_directx11/main.cpp | 6 +++--- examples/example_win32_directx12/main.cpp | 6 +++--- examples/example_win32_directx9/main.cpp | 6 +++--- 22 files changed, 61 insertions(+), 59 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 80bd0704..a51c91bb 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -78,6 +78,8 @@ Other changes: - Backends: SDL2, SDL3: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644) [@adamkewley] - Examples: Android: Fixed example build for Gradle 8. (#6229, #6227) [@duddel] +- Examples: Updated all examples application to enable ImGuiConfigFlags_NavEnableKeyboard + and ImGuiConfigFlags_NavEnableGamepad by default. (#787) - Demo: Updated to test return value of BeginTooltip(). diff --git a/examples/example_allegro5/main.cpp b/examples/example_allegro5/main.cpp index e58f705f..be27e6b6 100644 --- a/examples/example_allegro5/main.cpp +++ b/examples/example_allegro5/main.cpp @@ -35,7 +35,7 @@ int main(int, char**) IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); @@ -114,7 +114,7 @@ int main(int, char**) ImGui::SameLine(); ImGui::Text("counter = %d", counter); - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); ImGui::End(); } diff --git a/examples/example_android_opengl3/main.cpp b/examples/example_android_opengl3/main.cpp index 467f4849..c8019996 100644 --- a/examples/example_android_opengl3/main.cpp +++ b/examples/example_android_opengl3/main.cpp @@ -236,7 +236,7 @@ void MainLoopStep() ImGui::SameLine(); ImGui::Text("counter = %d", counter); - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); ImGui::End(); } diff --git a/examples/example_apple_metal/main.mm b/examples/example_apple_metal/main.mm index e086afda..f75d3c14 100644 --- a/examples/example_apple_metal/main.mm +++ b/examples/example_apple_metal/main.mm @@ -54,8 +54,8 @@ IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); @@ -163,7 +163,7 @@ ImGui::SameLine(); ImGui::Text("counter = %d", counter); - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); ImGui::End(); } diff --git a/examples/example_apple_opengl2/main.mm b/examples/example_apple_opengl2/main.mm index 21a313c0..11b5bf40 100644 --- a/examples/example_apple_opengl2/main.mm +++ b/examples/example_apple_opengl2/main.mm @@ -41,8 +41,8 @@ IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); @@ -104,7 +104,7 @@ ImGui::SameLine(); ImGui::Text("counter = %d", counter); - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); ImGui::End(); } diff --git a/examples/example_emscripten_wgpu/main.cpp b/examples/example_emscripten_wgpu/main.cpp index bc9e3218..265e84dc 100644 --- a/examples/example_emscripten_wgpu/main.cpp +++ b/examples/example_emscripten_wgpu/main.cpp @@ -58,8 +58,8 @@ int main(int, char**) IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file. // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage. @@ -184,7 +184,7 @@ static void MainLoopStep(void* window) ImGui::SameLine(); ImGui::Text("counter = %d", counter); - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); ImGui::End(); } diff --git a/examples/example_glfw_metal/main.mm b/examples/example_glfw_metal/main.mm index 7c4627bf..9617862c 100644 --- a/examples/example_glfw_metal/main.mm +++ b/examples/example_glfw_metal/main.mm @@ -27,8 +27,8 @@ int main(int, char**) IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // Setup style ImGui::StyleColorsDark(); @@ -135,7 +135,7 @@ int main(int, char**) ImGui::SameLine(); ImGui::Text("counter = %d", counter); - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); ImGui::End(); } diff --git a/examples/example_glfw_opengl2/main.cpp b/examples/example_glfw_opengl2/main.cpp index 10f6f77e..a8d0a8c4 100644 --- a/examples/example_glfw_opengl2/main.cpp +++ b/examples/example_glfw_opengl2/main.cpp @@ -46,8 +46,8 @@ int main(int, char**) IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); @@ -116,7 +116,7 @@ int main(int, char**) ImGui::SameLine(); ImGui::Text("counter = %d", counter); - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); ImGui::End(); } diff --git a/examples/example_glfw_opengl3/main.cpp b/examples/example_glfw_opengl3/main.cpp index 6c0ea101..580aae8f 100644 --- a/examples/example_glfw_opengl3/main.cpp +++ b/examples/example_glfw_opengl3/main.cpp @@ -71,8 +71,8 @@ int main(int, char**) IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); @@ -149,7 +149,7 @@ int main(int, char**) ImGui::SameLine(); ImGui::Text("counter = %d", counter); - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); ImGui::End(); } diff --git a/examples/example_glfw_vulkan/main.cpp b/examples/example_glfw_vulkan/main.cpp index 37c2e55e..00d1c88d 100644 --- a/examples/example_glfw_vulkan/main.cpp +++ b/examples/example_glfw_vulkan/main.cpp @@ -386,8 +386,8 @@ int main(int, char**) IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); @@ -514,7 +514,7 @@ int main(int, char**) ImGui::SameLine(); ImGui::Text("counter = %d", counter); - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); ImGui::End(); } diff --git a/examples/example_glut_opengl2/main.cpp b/examples/example_glut_opengl2/main.cpp index bd469704..bde1f168 100644 --- a/examples/example_glut_opengl2/main.cpp +++ b/examples/example_glut_opengl2/main.cpp @@ -56,7 +56,7 @@ int main(int argc, char** argv) IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); @@ -131,7 +131,7 @@ void MainLoopStep() ImGui::SameLine(); ImGui::Text("counter = %d", counter); - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); ImGui::End(); } diff --git a/examples/example_sdl2_directx11/main.cpp b/examples/example_sdl2_directx11/main.cpp index 1aedea96..e4361db1 100644 --- a/examples/example_sdl2_directx11/main.cpp +++ b/examples/example_sdl2_directx11/main.cpp @@ -59,8 +59,8 @@ int main(int, char**) IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); @@ -145,7 +145,7 @@ int main(int, char**) ImGui::SameLine(); ImGui::Text("counter = %d", counter); - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); ImGui::End(); } diff --git a/examples/example_sdl2_metal/main.mm b/examples/example_sdl2_metal/main.mm index 5b59d779..ae5f4d41 100644 --- a/examples/example_sdl2_metal/main.mm +++ b/examples/example_sdl2_metal/main.mm @@ -18,8 +18,8 @@ int main(int, char**) IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // Setup style ImGui::StyleColorsDark(); @@ -146,7 +146,7 @@ int main(int, char**) ImGui::SameLine(); ImGui::Text("counter = %d", counter); - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); ImGui::End(); } diff --git a/examples/example_sdl2_opengl2/main.cpp b/examples/example_sdl2_opengl2/main.cpp index 505b05fc..e569624c 100644 --- a/examples/example_sdl2_opengl2/main.cpp +++ b/examples/example_sdl2_opengl2/main.cpp @@ -45,8 +45,8 @@ int main(int, char**) IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); @@ -124,7 +124,7 @@ int main(int, char**) ImGui::SameLine(); ImGui::Text("counter = %d", counter); - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); ImGui::End(); } diff --git a/examples/example_sdl2_opengl3/main.cpp b/examples/example_sdl2_opengl3/main.cpp index 95b720e1..39c0db2a 100644 --- a/examples/example_sdl2_opengl3/main.cpp +++ b/examples/example_sdl2_opengl3/main.cpp @@ -72,8 +72,8 @@ int main(int, char**) IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); @@ -159,7 +159,7 @@ int main(int, char**) ImGui::SameLine(); ImGui::Text("counter = %d", counter); - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); ImGui::End(); } diff --git a/examples/example_sdl2_sdlrenderer/main.cpp b/examples/example_sdl2_sdlrenderer/main.cpp index 2468b829..4961855c 100644 --- a/examples/example_sdl2_sdlrenderer/main.cpp +++ b/examples/example_sdl2_sdlrenderer/main.cpp @@ -49,8 +49,8 @@ int main(int, char**) IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); @@ -128,7 +128,7 @@ int main(int, char**) ImGui::SameLine(); ImGui::Text("counter = %d", counter); - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); ImGui::End(); } diff --git a/examples/example_sdl2_vulkan/main.cpp b/examples/example_sdl2_vulkan/main.cpp index 31bf3f21..7eb4a975 100644 --- a/examples/example_sdl2_vulkan/main.cpp +++ b/examples/example_sdl2_vulkan/main.cpp @@ -384,8 +384,8 @@ int main(int, char**) IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); @@ -521,7 +521,7 @@ int main(int, char**) ImGui::SameLine(); ImGui::Text("counter = %d", counter); - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); ImGui::End(); } diff --git a/examples/example_sdl3_opengl3/main.cpp b/examples/example_sdl3_opengl3/main.cpp index b43f6b41..26d9546b 100644 --- a/examples/example_sdl3_opengl3/main.cpp +++ b/examples/example_sdl3_opengl3/main.cpp @@ -70,8 +70,8 @@ int main(int, char**) IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); @@ -157,7 +157,7 @@ int main(int, char**) ImGui::SameLine(); ImGui::Text("counter = %d", counter); - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); ImGui::End(); } diff --git a/examples/example_win32_directx10/main.cpp b/examples/example_win32_directx10/main.cpp index 4fcc76cb..fd5aa014 100644 --- a/examples/example_win32_directx10/main.cpp +++ b/examples/example_win32_directx10/main.cpp @@ -46,8 +46,8 @@ int main(int, char**) IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); @@ -123,7 +123,7 @@ int main(int, char**) ImGui::SameLine(); ImGui::Text("counter = %d", counter); - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); ImGui::End(); } diff --git a/examples/example_win32_directx11/main.cpp b/examples/example_win32_directx11/main.cpp index f1a03354..2cf890f0 100644 --- a/examples/example_win32_directx11/main.cpp +++ b/examples/example_win32_directx11/main.cpp @@ -46,8 +46,8 @@ int main(int, char**) IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); @@ -123,7 +123,7 @@ int main(int, char**) ImGui::SameLine(); ImGui::Text("counter = %d", counter); - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); ImGui::End(); } diff --git a/examples/example_win32_directx12/main.cpp b/examples/example_win32_directx12/main.cpp index 961d3435..24b2d95c 100644 --- a/examples/example_win32_directx12/main.cpp +++ b/examples/example_win32_directx12/main.cpp @@ -81,8 +81,8 @@ int main(int, char**) IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); @@ -161,7 +161,7 @@ int main(int, char**) ImGui::SameLine(); ImGui::Text("counter = %d", counter); - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); ImGui::End(); } diff --git a/examples/example_win32_directx9/main.cpp b/examples/example_win32_directx9/main.cpp index 494a94bd..1936deb6 100644 --- a/examples/example_win32_directx9/main.cpp +++ b/examples/example_win32_directx9/main.cpp @@ -44,8 +44,8 @@ int main(int, char**) IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); @@ -121,7 +121,7 @@ int main(int, char**) ImGui::SameLine(); ImGui::Text("counter = %d", counter); - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); ImGui::End(); }