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Internals: removed NavLayerCurrentMask (redundant, add extra shift in ItemAdd().
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@ -5142,7 +5142,6 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s
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// Resize grips and borders are on layer 1
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window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
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window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu);
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// Manual resize grips
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PushID("#RESIZE");
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@ -5211,7 +5210,6 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s
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// Restore nav layer
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window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
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window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
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// Navigation resize (keyboard/gamepad)
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if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window)
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@ -5382,7 +5380,6 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl
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const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags;
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window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
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window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
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window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu);
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// Layout buttons
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// FIXME: Would be nice to generalize the subtleties expressed here into reusable code.
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@ -5418,7 +5415,6 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl
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*p_open = false;
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window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
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window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
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window->DC.ItemFlags = item_flags_backup;
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// Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker)
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@ -5994,7 +5990,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
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window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
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window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
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window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext;
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window->DC.NavLayerActiveMaskNext = 0x00;
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window->DC.NavFocusScopeIdCurrent = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->DC.NavFocusScopeIdCurrent : 0; // -V595
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@ -7035,7 +7030,7 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg)
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// to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick).
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// We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null.
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// If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.
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window->DC.NavLayerActiveMaskNext |= window->DC.NavLayerCurrentMask;
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window->DC.NavLayerActiveMaskNext |= (1 << window->DC.NavLayerCurrent);
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if (g.NavId == id || g.NavAnyRequest)
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if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
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if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
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