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Nav: Rectangle rectangle stored per window and per layer as well. Makes things simpler, allows enable us to visualize more data.
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@ -459,7 +459,7 @@ struct ImGuiContext
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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 NavTabbedId; //
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ImRect NavRefRectRel, NavScoringRectScreen;// Reference rectangle, in window space. Modified rectangle for directional navigation scoring, in screen space.
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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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ImGuiWindow* NavWindowingTarget;
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float NavWindowingDisplayAlpha;
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bool NavWindowingToggleLayer;
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@ -571,7 +571,7 @@ struct ImGuiContext
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NavWindow = NULL;
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NavId = NavActivateId = NavInputId = NavTabbedId = 0;
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NavRefRectRel = NavScoringRectScreen = ImRect();
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NavScoringRectScreen = ImRect();
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NavWindowingTarget = NULL;
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NavWindowingDisplayAlpha = 0.0f;
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NavWindowingToggleLayer = false;
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@ -775,7 +775,8 @@ struct IMGUI_API ImGuiWindow
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ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size)
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ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0,0) when positioning from top-left corner; ImVec2(0.5f,0.5f) for centering; ImVec2(1,1) for bottom right.
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ImGuiID NavLastIds[2]; // Last known NavId for this window, per layer (0/1)
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ImGuiID NavLastIds[2]; // Last known NavId for this window, per layer (0/1)
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ImRect NavRefRectRel[2]; // Reference rectangle, in window space
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ImGuiDrawContext DC; // Temporary per-window data, reset at the beginning of the frame
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ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack
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