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Internals: shallow changes to simplify diff of upcoming commits. Should have no side-effect.
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@ -1612,10 +1612,6 @@ struct ImGuiContext
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bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch.
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bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state.
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bool ActiveIdHasBeenEditedThisFrame;
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bool ActiveIdUsingMouseWheel; // Active widget will want to read mouse wheel. Blocks scrolling the underlying window.
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ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it)
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ImU32 ActiveIdUsingNavInputMask; // Active widget will want to read those nav inputs.
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ImBitArrayForNamedKeys ActiveIdUsingKeyInputMask; // Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array.
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ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
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ImGuiWindow* ActiveIdWindow;
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ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard)
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@ -1627,6 +1623,12 @@ struct ImGuiContext
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ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation.
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float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation.
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// Input Ownership
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bool ActiveIdUsingMouseWheel; // Active widget will want to read mouse wheel. Blocks scrolling the underlying window.
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ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it)
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ImU32 ActiveIdUsingNavInputMask; // Active widget will want to read those nav inputs.
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ImBitArrayForNamedKeys ActiveIdUsingKeyInputMask; // Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array.
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// Next window/item data
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ImGuiItemFlags CurrentItemFlags; // == g.ItemFlagsStack.back()
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ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions
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@ -1848,10 +1850,6 @@ struct ImGuiContext
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ActiveIdHasBeenPressedBefore = false;
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ActiveIdHasBeenEditedBefore = false;
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ActiveIdHasBeenEditedThisFrame = false;
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ActiveIdUsingMouseWheel = false;
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ActiveIdUsingNavDirMask = 0x00;
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ActiveIdUsingNavInputMask = 0x00;
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ActiveIdUsingKeyInputMask.ClearAllBits();
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ActiveIdClickOffset = ImVec2(-1, -1);
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ActiveIdWindow = NULL;
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ActiveIdSource = ImGuiInputSource_None;
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@ -1863,6 +1861,11 @@ struct ImGuiContext
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LastActiveId = 0;
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LastActiveIdTimer = 0.0f;
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ActiveIdUsingMouseWheel = false;
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ActiveIdUsingNavDirMask = 0x00;
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ActiveIdUsingNavInputMask = 0x00;
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ActiveIdUsingKeyInputMask.ClearAllBits();
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CurrentItemFlags = ImGuiItemFlags_None;
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BeginMenuCount = 0;
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