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	Nav: Tidying up activation mechanism so that setting NavActivateId can trigger buttons.
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		| @@ -465,7 +465,8 @@ struct ImGuiContext | ||||
|     // Navigation data (for gamepad/keyboard) | ||||
|     ImGuiWindow*            NavWindow;                          // Nav/focused window for navigation | ||||
|     ImGuiID                 NavId;                              // Nav/focused item for navigation | ||||
|     ImGuiID                 NavActivateId, NavInputId;          // ~~ IsKeyPressedMap(ImGuiKey_NavActive) ? NavId : 0, etc. (to make widget code terser) | ||||
|     ImGuiID                 NavActivateId, NavActivateDownId;   // ~~ IsNavInputPressed(ImGuiNavInput_PadActivate) ? NavId : 0, etc. | ||||
|     ImGuiID                 NavInputId;                         // ~~ IsNavInputPressed(ImGuiNavInput_PadInput) ? NavId : 0, etc. | ||||
|     ImGuiID                 NavJustTabbedId;                    // Just tabbed to this id. | ||||
|     ImGuiID                 NavJustNavigatedId;                 // Just navigated to this id (result of a successfully MoveRequest) | ||||
|     ImRect                  NavScoringRectScreen;               // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring. | ||||
| @@ -582,7 +583,7 @@ struct ImGuiContext | ||||
|         SettingsDirtyTimer = 0.0f; | ||||
|  | ||||
|         NavWindow = NULL; | ||||
|         NavId = NavActivateId = NavInputId = 0; | ||||
|         NavId = NavActivateId = NavActivateDownId = NavInputId = 0; | ||||
|         NavJustTabbedId = NavJustNavigatedId = 0; | ||||
|         NavScoringRectScreen = ImRect(); | ||||
|         NavWindowingTarget = NULL; | ||||
|   | ||||
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