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onejs-ui's Select and DropdownMenu are currently pointer-driven: the menu opens, flips/shifts, and dismisses on outside-press or Escape, but in-menu keyboard navigation is not wired — you can't arrow through the options or Enter to choose with the keyboard once the menu is open.
This is the in-menu nav follow-up; it's distinct from the focus-visible ring work (the menu trigger already participates in the focus-visible system).
Desired behavior
When an open Select / DropdownMenu has focus:
Up/Down (and gamepad d-pad) move an active/highlighted option, wrapping at the ends.
Enter / Space commit the highlighted option (and close).
Escape closes without committing (already works).
Highlight uses the same focus-visible ring treatment as the rest of the library.
The menu is portaled/anchored, so it should establish a FocusScope (autofocus the active item, trap, restore to the trigger on close) and drive option focus via the existing focus utilities.
Summary
onejs-ui'sSelectandDropdownMenuare currently pointer-driven: the menu opens, flips/shifts, and dismisses on outside-press or Escape, but in-menu keyboard navigation is not wired — you can't arrow through the options or Enter to choose with the keyboard once the menu is open.This is the in-menu nav follow-up; it's distinct from the focus-visible ring work (the menu trigger already participates in the focus-visible system).
Desired behavior
When an open
Select/DropdownMenuhas focus:Notes
JSModules/onejs-ui/src/components/Select/Select.tsx,.../DropdownMenu/DropdownMenu.tsx.FocusScope(autofocus the active item, trap, restore to the trigger on close) and drive option focus via the existing focus utilities.