From f59b54c6f436113991693e73831a8ed65183a13b Mon Sep 17 00:00:00 2001 From: ocornut Date: Mon, 18 Dec 2023 18:23:53 +0100 Subject: [PATCH] Nav: Activation can also be performed with Keypad Enter. (#5606) --- docs/CHANGELOG.txt | 1 + imgui.cpp | 4 ++-- 2 files changed, 3 insertions(+), 2 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index f4543da00..731ec4d5b 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -61,6 +61,7 @@ Other changes: speed asymetry when (incorrectly) attempting to scroll by non-integer amount. (#6677) - Nav, IO: SetNextFrameWantCaptureKeyboard(false) calls are not overrided back to true when navigation is enabled. SetNextFrameWantCaptureKeyboard() is always higher priority. (#6997) +- Nav: Activation can also be performed with Keypad Enter. (#5606) - Drag and Drop: Fixed drop target highlight on items temporarily pushing a widened clip rect (namely Selectables and Treenodes using SpanAllColumn flag) so the highlight properly covers all columns. (#7049, #4281, #3272) diff --git a/imgui.cpp b/imgui.cpp index a7a9cf98a..57498b8b1 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -11652,8 +11652,8 @@ static void ImGui::NavUpdate() { 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))); + const bool input_down = (nav_keyboard_active && (IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_KeyPadEnter))) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput)); + const bool input_pressed = input_down && ((nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, false) || IsKeyPressed(ImGuiKey_KeyPadEnter, false))) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, false))); if (g.ActiveId == 0 && activate_pressed) { g.NavActivateId = g.NavId;