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Internals: Moved SetNavID() and renamed casing to be consistent with stuff exposed in imgui_internal.h
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48498b337d
commit
8b095e483b
54
imgui.cpp
54
imgui.cpp
@ -1941,6 +1941,25 @@ ImGuiWindow* ImGui::GetParentWindow()
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return g.CurrentWindowStack[(unsigned int)g.CurrentWindowStack.Size - 2];
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}
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static void SetNavID(ImGuiID id, int nav_layer)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(g.NavWindow);
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IM_ASSERT(nav_layer == 0 || nav_layer == 1);
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g.NavId = id;
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g.NavWindow->NavLastIds[nav_layer] = g.NavId;
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}
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static void SetNavIDAndMoveMouse(ImGuiID id, int nav_layer, const ImRect& rect_rel)
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{
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ImGuiContext& g = *GImGui;
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SetNavID(id, nav_layer);
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g.NavWindow->NavRectRel[nav_layer] = rect_rel;
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g.NavMousePosDirty = true;
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g.NavDisableHighlight = false;
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g.NavDisableMouseHover = true;
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}
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void ImGui::SetActiveIDNoNav(ImGuiID id, ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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@ -2477,25 +2496,6 @@ int ImGui::GetFrameCount()
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return GImGui->FrameCount;
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}
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static void SetNavId(ImGuiID id, int nav_layer)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(g.NavWindow);
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IM_ASSERT(nav_layer == 0 || nav_layer == 1);
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g.NavId = id;
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g.NavWindow->NavLastIds[nav_layer] = g.NavId;
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}
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static void SetNavIdAndMoveMouse(ImGuiID id, int nav_layer, const ImRect& rect_rel)
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{
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ImGuiContext& g = *GImGui;
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SetNavId(id, nav_layer);
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g.NavWindow->NavRectRel[nav_layer] = rect_rel;
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g.NavMousePosDirty = true;
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g.NavDisableHighlight = false;
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g.NavDisableMouseHover = true;
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}
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// This needs to be called before we submit any widget (aka in or before Begin)
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static void NavInitWindow(ImGuiWindow* window, bool force_reinit)
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{
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@ -2507,7 +2507,7 @@ static void NavInitWindow(ImGuiWindow* window, bool force_reinit)
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init_for_nav = true;
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if (init_for_nav)
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{
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SetNavId(0, g.NavLayer);
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SetNavID(0, g.NavLayer);
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g.NavInitRequest = true;
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g.NavInitResultId = 0;
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g.NavInitResultExplicit = false;
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@ -2677,7 +2677,7 @@ static void NavUpdateWindowingTarget()
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g.NavDisableHighlight = false;
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g.NavDisableMouseHover = true;
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if (g.NavLayer == 0 && g.NavWindow->NavLastIds[0] != 0)
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SetNavIdAndMoveMouse(g.NavWindow->NavLastIds[0], g.NavLayer, ImRect());
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SetNavIDAndMoveMouse(g.NavWindow->NavLastIds[0], g.NavLayer, ImRect());
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else
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NavInitWindow(g.NavWindow, true);
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}
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@ -2732,7 +2732,7 @@ static void NavUpdate()
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{
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// Apply result from previous navigation init request (typically select the first item, unless SetItemDefaultFocus() has been called)
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IM_ASSERT(g.NavWindow);
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SetNavId(g.NavInitResultId, g.NavLayer);
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SetNavID(g.NavInitResultId, g.NavLayer);
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g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel;
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if (g.NavDisableMouseHover)
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g.NavMousePosDirty = true;
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@ -2752,7 +2752,7 @@ static void NavUpdate()
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// Apply result from previous frame navigation directional move request
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ImGui::ClearActiveID();
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SetNavIdAndMoveMouse(g.NavMoveResultId, g.NavLayer, g.NavMoveResultRectRel);
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SetNavIDAndMoveMouse(g.NavMoveResultId, g.NavLayer, g.NavMoveResultRectRel);
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g.NavJustNavigatedId = g.NavMoveResultId;
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g.NavMoveFromClampedRefRect = false;
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}
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@ -2801,7 +2801,7 @@ static void NavUpdate()
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ImGuiWindow* parent_window = g.NavWindow->ParentWindow;
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ImGui::FocusWindow(parent_window);
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IM_ASSERT(child_window->ChildId != 0);
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SetNavId(child_window->ChildId, g.NavLayer); // FIXME-NAV: Layer not necessarily correct
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SetNavID(child_window->ChildId, g.NavLayer); // FIXME-NAV: Layer not necessarily correct
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g.NavIdIsAlive = false;
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if (g.NavDisableMouseHover)
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g.NavMousePosDirty = true;
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@ -2816,7 +2816,7 @@ static void NavUpdate()
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// Leave the "menu" layer
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g.NavLayer = 0;
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if (g.NavWindow->NavLastIds[0])
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SetNavIdAndMoveMouse(g.NavWindow->NavLastIds[0], g.NavLayer, ImRect());
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SetNavIDAndMoveMouse(g.NavWindow->NavLastIds[0], g.NavLayer, ImRect());
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else
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NavInitWindow(g.NavWindow, true);
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}
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@ -9918,7 +9918,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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if (!g.NavDisableMouseHover && g.NavWindow == window)
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{
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g.NavDisableHighlight = true;
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SetNavId(id, window->DC.NavLayerCurrent);
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SetNavID(id, window->DC.NavLayerCurrent);
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}
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// Render
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@ -10154,7 +10154,7 @@ void ImGui::EndMenuBar()
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// This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth the hassle/cost)
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IM_ASSERT(window->DC.NavLayerActiveMaskNext & 0x02); // Sanity check
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FocusWindow(window);
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SetNavIdAndMoveMouse(window->NavLastIds[1], 1, window->NavRectRel[1]);
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SetNavIDAndMoveMouse(window->NavLastIds[1], 1, window->NavRectRel[1]);
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g.NavLayer = 1;
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g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection.
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g.NavMoveRequestForwardStep = 1;
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