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Merge branch 'master' into docking
# Conflicts: # imgui.cpp
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@ -89,7 +89,7 @@ struct ImGuiGroupData; // Stacked storage data for BeginGroup()/End
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struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box
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struct ImGuiItemHoveredDataBackup; // Backup and restore IsItemHovered() internal data
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struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only
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struct ImGuiNavMoveResult; // Result of a directional navigation move query result
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struct ImGuiNavMoveResult; // Result of a gamepad/keyboard directional navigation move query result
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struct ImGuiNextWindowData; // Storage for SetNextWindow** functions
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struct ImGuiNextItemData; // Storage for SetNextItem** functions
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struct ImGuiPopupData; // Storage for current popup stack
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@ -1217,7 +1217,7 @@ struct ImGuiContext
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bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch.
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bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state.
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bool ActiveIdHasBeenEditedThisFrame;
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ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those directional navigation requests (e.g. can activate a button and move away from it)
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ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it)
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ImU32 ActiveIdUsingNavInputMask; // Active widget will want to read those nav inputs.
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ImU64 ActiveIdUsingKeyInputMask; // Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array.
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ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
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@ -1262,9 +1262,10 @@ struct ImGuiContext
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ImGuiID NavJustTabbedId; // Just tabbed to this id.
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ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest).
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ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest).
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ImGuiKeyModFlags NavJustMovedToKeyMods;
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ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame.
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ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.
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ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
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ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
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int NavScoringCount; // Metrics for debugging
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ImGuiNavLayer 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.
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int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing
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@ -1281,6 +1282,7 @@ struct ImGuiContext
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bool NavMoveRequest; // Move request for this frame
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ImGuiNavMoveFlags NavMoveRequestFlags;
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ImGuiNavForward NavMoveRequestForward; // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu)
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ImGuiKeyModFlags NavMoveRequestKeyMods;
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ImGuiDir NavMoveDir, NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request
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ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename?
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ImGuiNavMoveResult NavMoveResultLocal; // Best move request candidate within NavWindow
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@ -1447,8 +1449,9 @@ struct ImGuiContext
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NavWindow = NULL;
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NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0;
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NavJustTabbedId = NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;
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NavJustMovedToKeyMods = ImGuiKeyModFlags_None;
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NavInputSource = ImGuiInputSource_None;
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NavScoringRectScreen = ImRect();
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NavScoringRect = ImRect();
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NavScoringCount = 0;
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NavLayer = ImGuiNavLayer_Main;
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NavIdTabCounter = INT_MAX;
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@ -1464,6 +1467,7 @@ struct ImGuiContext
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NavMoveRequest = false;
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NavMoveRequestFlags = ImGuiNavMoveFlags_None;
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NavMoveRequestForward = ImGuiNavForward_None;
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NavMoveRequestKeyMods = ImGuiKeyModFlags_None;
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NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None;
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NavWindowingTarget = NavWindowingTargetAnim = NavWindowingList = NULL;
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@ -1985,6 +1989,7 @@ namespace ImGui
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inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { ImGuiContext& g = *GImGui; const int key_index = g.IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; }
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inline bool IsNavInputDown(ImGuiNavInput n) { ImGuiContext& g = *GImGui; return g.IO.NavInputs[n] > 0.0f; }
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inline bool IsNavInputTest(ImGuiNavInput n, ImGuiInputReadMode rm) { return (GetNavInputAmount(n, rm) > 0.0f); }
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IMGUI_API ImGuiKeyModFlags GetMergedKeyModFlags();
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// Docking
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// (some functions are only declared in imgui.cpp, see Docking section)
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