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https://github.com/Drezil/imgui.git
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Nav: Fixed moving window with gamepad or keyboard when running at very high framerate + removed ImGuiNavDirSourceFlags_RawKeyboard.
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@ -1171,6 +1171,7 @@ struct ImGuiPtrOrIndex
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typedef ImBitArray<ImGuiKey_NamedKey_COUNT, -ImGuiKey_NamedKey_BEGIN> ImBitArrayForNamedKeys;
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// Extend ImGuiKey_
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enum ImGuiKeyPrivate_
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{
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ImGuiKey_LegacyNativeKey_BEGIN = 0,
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@ -1308,10 +1309,9 @@ enum ImGuiNavHighlightFlags_
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enum ImGuiNavDirSourceFlags_
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{
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ImGuiNavDirSourceFlags_None = 0,
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ImGuiNavDirSourceFlags_RawKeyboard = 1 << 0, // Raw keyboard (not pulled from nav), facilitate use of some functions before we can unify nav and keys
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ImGuiNavDirSourceFlags_Keyboard = 1 << 1,
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ImGuiNavDirSourceFlags_PadDPad = 1 << 2,
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ImGuiNavDirSourceFlags_PadLStick = 1 << 3
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ImGuiNavDirSourceFlags_Keyboard = 1 << 0,
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ImGuiNavDirSourceFlags_PadDPad = 1 << 1,
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ImGuiNavDirSourceFlags_PadLStick = 1 << 2
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};
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enum ImGuiNavMoveFlags_
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@ -1724,6 +1724,8 @@ struct ImGuiContext
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float NavWindowingTimer;
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float NavWindowingHighlightAlpha;
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bool NavWindowingToggleLayer;
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ImVec2 NavWindowingAccumDeltaPos;
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ImVec2 NavWindowingAccumDeltaSize;
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// Render
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float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list)
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@ -2699,13 +2701,15 @@ namespace ImGui
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inline bool IsActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; return g.ActiveIdUsingKeyInputMask[key]; }
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inline void SetActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; g.ActiveIdUsingKeyInputMask.SetBit(key); }
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IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f);
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inline bool IsNavInputDown(ImGuiNavInput n) { ImGuiContext& g = *GImGui; return g.IO.NavInputs[n] > 0.0f; }
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inline bool IsNavInputTest(ImGuiNavInput n, ImGuiNavReadMode rm) { return (GetNavInputAmount(n, rm) > 0.0f); }
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IMGUI_API ImGuiModFlags GetMergedModFlags();
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // [removed in 1.87]
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#endif
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// Inputs: Navigation
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inline bool IsNavInputDown(ImGuiNavInput n) { ImGuiContext& g = *GImGui; return g.IO.NavInputs[n] > 0.0f; }
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inline bool IsNavInputTest(ImGuiNavInput n, ImGuiNavReadMode read_mode) { return (GetNavInputAmount(n, read_mode) > 0.0f); }
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// Drag and Drop
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IMGUI_API bool IsDragDropActive();
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IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id);
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