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Internals: Added FocusItem(). Made activation explicit/opt-in via ImGuiNavMoveFlags_Activate. Rename ActivateItem() to ActivateItemByID().
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@ -1479,9 +1479,9 @@ enum ImGuiNavMoveFlags_
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ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword, probably unnecessary
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ImGuiNavMoveFlags_Forwarded = 1 << 7,
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ImGuiNavMoveFlags_DebugNoResult = 1 << 8, // Dummy scoring for debug purpose, don't apply result
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ImGuiNavMoveFlags_FocusApi = 1 << 9,
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ImGuiNavMoveFlags_FocusApi = 1 << 9, // Requests from focus API can land/focus/activate items even if they are marked with _NoTabStop (see NavProcessItemForTabbingRequest() for details)
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ImGuiNavMoveFlags_Tabbing = 1 << 10, // == Focus + Activate if item is Inputable + DontChangeNavHighlight
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ImGuiNavMoveFlags_Activate = 1 << 11,
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ImGuiNavMoveFlags_Activate = 1 << 11, // Activate/select target item.
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ImGuiNavMoveFlags_DontSetNavHighlight = 1 << 12, // Do not alter the visible state of keyboard vs mouse nav highlight
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};
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@ -2912,10 +2912,15 @@ namespace ImGui
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IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);
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IMGUI_API void NavClearPreferredPosForAxis(ImGuiAxis axis);
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IMGUI_API void NavUpdateCurrentWindowIsScrollPushableX();
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IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again.
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IMGUI_API void SetNavWindow(ImGuiWindow* window);
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IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel);
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// Focus/Activation
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// This should be part of a larger set of API: FocusItem(offset = -1), FocusItemByID(id), ActivateItem(offset = -1), ActivateItemByID(id) etc. which are
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// much harder to design and implement than expected. I have a couple of private branches on this matter but it's not simple. For now implementing the easy ones.
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IMGUI_API void FocusItem(); // Focus last item (no selection/activation).
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IMGUI_API void ActivateItemByID(ImGuiID id); // Activate an item by ID (button, checkbox, tree node etc.). Activation is queued and processed on the next frame when the item is encountered again.
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// Inputs
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// FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions.
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inline bool IsNamedKey(ImGuiKey key) { return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END; }
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