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