Nav: keyboard/gamepad activation feedback properly timed instead of frame buffer. (#456)

Amend d10641b
This commit is contained in:
ocornut
2024-01-22 17:40:48 +01:00
parent 5b5e9bd0cb
commit 4c2c09450a
3 changed files with 27 additions and 0 deletions

View File

@ -2026,6 +2026,8 @@ struct ImGuiContext
ImGuiID NavActivateDownId; // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0
ImGuiID NavActivatePressedId; // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat)
ImGuiActivateFlags NavActivateFlags;
ImGuiID NavHighlightActivatedId;
float NavHighlightActivatedTimer;
ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest).
ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest).
ImGuiKeyChord NavJustMovedToKeyMods;
@ -2293,6 +2295,8 @@ struct ImGuiContext
NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = 0;
NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;
NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None;
NavHighlightActivatedId = 0;
NavHighlightActivatedTimer = 0.0f;
NavJustMovedToKeyMods = ImGuiMod_None;
NavInputSource = ImGuiInputSource_Keyboard;
NavLayer = ImGuiNavLayer_Main;
@ -3127,6 +3131,7 @@ namespace ImGui
IMGUI_API void NavMoveRequestCancel();
IMGUI_API void NavMoveRequestApplyResult();
IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);
IMGUI_API void NavHighlightActivated(ImGuiID id);
IMGUI_API void NavClearPreferredPosForAxis(ImGuiAxis axis);
IMGUI_API void NavRestoreHighlightAfterMove();
IMGUI_API void NavUpdateCurrentWindowIsScrollPushableX();