Renamed ImGuiNavFlags io.NavFlags to ImGuiConfigFlags io.ConfigFlags. (#787)

This commit is contained in:
omar
2018-02-28 18:51:40 +01:00
parent a869e944b0
commit 2c9f45bbe7
22 changed files with 56 additions and 55 deletions

View File

@ -633,8 +633,8 @@ struct ImGuiContext
int NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later.
int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing
bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRefRectRel is valid
bool NavMousePosDirty; // When set we will update mouse position if (NavFlags & ImGuiNavFlags_MoveMouse) if set (NB: this not enabled by default)
bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (nb: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover)
bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavMoveMouse) if set (NB: this not enabled by default)
bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover)
bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again.
bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest
bool NavInitRequest; // Init request for appearing window to select first item