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	Internals: removed NavLayerCurrentMask (redundant, add extra shift in ItemAdd().
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		| @@ -1497,9 +1497,8 @@ struct IMGUI_API ImGuiWindowTempData | ||||
|  | ||||
|     // Keyboard/Gamepad navigation | ||||
|     ImGuiNavLayer           NavLayerCurrent;        // Current layer, 0..31 (we currently only use 0..1) | ||||
|     int                     NavLayerCurrentMask;    // = (1 << NavLayerCurrent) used by ItemAdd prior to clipping. | ||||
|     int                     NavLayerActiveMask;     // Which layer have been written to (result from previous frame) | ||||
|     int                     NavLayerActiveMaskNext; // Which layer have been written to (buffer for current frame) | ||||
|     int                     NavLayerActiveMask;     // Which layers have been written to (result from previous frame) | ||||
|     int                     NavLayerActiveMaskNext; // Which layers have been written to (accumulator for current frame) | ||||
|     ImGuiID                 NavFocusScopeIdCurrent; // Current focus scope ID while appending | ||||
|     bool                    NavHideHighlightOneFrame; | ||||
|     bool                    NavHasScroll;           // Set when scrolling can be used (ScrollMax > 0.0f) | ||||
| @@ -1544,7 +1543,6 @@ struct IMGUI_API ImGuiWindowTempData | ||||
|  | ||||
|         NavLayerActiveMask = NavLayerActiveMaskNext = 0x00; | ||||
|         NavLayerCurrent = ImGuiNavLayer_Main; | ||||
|         NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); | ||||
|         NavFocusScopeIdCurrent = 0; | ||||
|         NavHideHighlightOneFrame = false; | ||||
|         NavHasScroll = false; | ||||
|   | ||||
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