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Internals: Move some Nav functions and members around (no functional change) + Misc comments
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@ -1046,17 +1046,10 @@ 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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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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int NavScoringCount; // Metrics for debugging
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ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed top-most.
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ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f
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ImGuiWindow* NavWindowingList;
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float NavWindowingTimer;
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float NavWindowingHighlightAlpha;
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bool NavWindowingToggleLayer;
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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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bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRefRectRel is valid
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@ -1078,6 +1071,14 @@ struct ImGuiContext
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ImGuiNavMoveResult NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)
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ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)
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// Navigation: Windowing (CTRL+TAB, holding Menu button + directional pads to move/resize)
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ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed top-most.
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ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f
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ImGuiWindow* NavWindowingList;
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float NavWindowingTimer;
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float NavWindowingHighlightAlpha;
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bool NavWindowingToggleLayer;
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// Legacy Focus/Tabbing system (older than Nav, active even if Nav is disabled, misnamed. FIXME-NAV: This needs a redesign!)
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ImGuiWindow* FocusRequestCurrWindow; //
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ImGuiWindow* FocusRequestNextWindow; //
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@ -1221,9 +1222,6 @@ struct ImGuiContext
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NavInputSource = ImGuiInputSource_None;
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NavScoringRectScreen = ImRect();
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NavScoringCount = 0;
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NavWindowingTarget = NavWindowingTargetAnim = NavWindowingList = NULL;
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NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;
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NavWindowingToggleLayer = false;
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NavLayer = ImGuiNavLayer_Main;
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NavIdTabCounter = INT_MAX;
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NavIdIsAlive = false;
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@ -1240,6 +1238,10 @@ struct ImGuiContext
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NavMoveRequestForward = ImGuiNavForward_None;
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NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None;
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NavWindowingTarget = NavWindowingTargetAnim = NavWindowingList = NULL;
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NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;
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NavWindowingToggleLayer = false;
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FocusRequestCurrWindow = FocusRequestNextWindow = NULL;
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FocusRequestCurrCounterRegular = FocusRequestCurrCounterTabStop = INT_MAX;
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FocusRequestNextCounterRegular = FocusRequestNextCounterTabStop = INT_MAX;
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