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Comments + minor moving
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@ -920,7 +920,7 @@ struct ImGuiNextWindowData
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ImVec2 MenuBarOffsetMinVal; // *Always on* This is not exposed publicly, so we don't clear it.
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ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); }
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inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; }
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inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } // Also cleared by ItemAdd()
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};
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enum ImGuiNextItemDataFlags_
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@ -1035,7 +1035,7 @@ struct ImGuiContext
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ImVector<ImGuiPopupData>OpenPopupStack; // Which popups are open (persistent)
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ImVector<ImGuiPopupData>BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame)
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// Navigation data (for gamepad/keyboard)
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// Gamepad/keyboard Navigation
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ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow'
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ImGuiID NavId; // Focused item for navigation
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ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem()
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@ -1076,7 +1076,7 @@ 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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// Tabbing system (older than Nav, active even if Nav is disabled. FIXME-NAV: This needs a redesign!)
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// Legacy 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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int FocusRequestCurrCounterAll; // Any item being requested for focus, stored as an index (we on layout to be stable between the frame pressing TAB and the next frame, semi-ouch)
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@ -1085,6 +1085,10 @@ struct ImGuiContext
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int FocusRequestNextCounterTab; // "
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bool FocusTabPressed; //
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// Range-Select/Multi-Select
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// [This is unused in this branch, but left here to facilitate merging/syncing multiple branches]
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ImGuiID MultiSelectScopeId;
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// Render
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ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user
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ImDrawDataBuilder DrawDataBuilder;
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@ -1133,10 +1137,6 @@ struct ImGuiContext
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int TooltipOverrideCount;
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ImVector<char> PrivateClipboard; // If no custom clipboard handler is defined
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// Range-Select/Multi-Select
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// [This is unused in this branch, but left here to facilitate merging/syncing multiple branches]
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ImGuiID MultiSelectScopeId;
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// Platform support
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ImVec2 PlatformImePos; // Cursor position request & last passed to the OS Input Method Editor
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ImVec2 PlatformImeLastPos;
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@ -1247,6 +1247,8 @@ struct ImGuiContext
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FocusRequestNextCounterAll = FocusRequestNextCounterTab = INT_MAX;
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FocusTabPressed = false;
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MultiSelectScopeId = 0;
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DimBgRatio = 0.0f;
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BackgroundDrawList._OwnerName = "##Background"; // Give it a name for debugging
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ForegroundDrawList._OwnerName = "##Foreground"; // Give it a name for debugging
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@ -1276,8 +1278,6 @@ struct ImGuiContext
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ScrollbarClickDeltaToGrabCenter = 0.0f;
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TooltipOverrideCount = 0;
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MultiSelectScopeId = 0;
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PlatformImePos = PlatformImeLastPos = ImVec2(FLT_MAX, FLT_MAX);
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SettingsLoaded = false;
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