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Nav: Added a CTRL+TAB window list and changed the highlight system accordingly. (#787)
This commit is contained in:
parent
0708f91617
commit
c7016c25e8
@ -37,11 +37,13 @@ Breaking Changes:
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- Removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor `io.OptResizeWindowsFromEdges=true` to enable the feature globally. (#1495)
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The feature is not currently enabled by default because it is not satisfying enough.
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- Style: Renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).
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Other Changes:
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- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
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- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
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- Nav: Added a CTRL+TAB window list and changed the highlight system accordingly. This is designed to allow CTRL+TAB between Tabs in the future.
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- Window: Allow menu and popups windows from ignoring the style.WindowMinSize values so short menus/popups are not padded. (#1909)
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- Window: Added global io.OptResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495)
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- Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes
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95
imgui.cpp
95
imgui.cpp
@ -305,6 +305,7 @@
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When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
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You can read releases logs https://github.com/ocornut/imgui/releases for more details.
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- 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).
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- 2018/07/06 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.OptResizeWindowsFromEdges to enable the feature.
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- 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.
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- 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.
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@ -896,6 +897,7 @@ static bool BeginChildEx(const char* name, ImGuiID id, const ImVec2&
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static void NavUpdate();
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static void NavUpdateWindowing();
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static void NavUpdateWindowingList();
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static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id);
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static void UpdateMouseInputs();
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@ -3051,6 +3053,7 @@ static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
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ImGuiWindow* window_target = FindWindowNavigable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);
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if (!window_target)
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window_target = FindWindowNavigable((focus_change_dir < 0) ? (g.Windows.Size - 1) : 0, i_current, focus_change_dir);
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if (window_target) // Don't reset windowing target if there's a single window in the list
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g.NavWindowingTarget = window_target;
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g.NavWindowingToggleLayer = false;
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}
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@ -3136,7 +3139,7 @@ static void ImGui::NavUpdateWindowing()
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{
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const float NAV_MOVE_SPEED = 800.0f;
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const float move_speed = ImFloor(NAV_MOVE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); // FIXME: Doesn't code variable framerate very well
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g.NavWindowingTarget->Pos += move_delta * move_speed;
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g.NavWindowingTarget->RootWindow->Pos += move_delta * move_speed;
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g.NavDisableMouseHover = true;
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MarkIniSettingsDirty(g.NavWindowingTarget);
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}
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@ -3178,6 +3181,46 @@ static void ImGui::NavUpdateWindowing()
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}
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}
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// Window has already passed the IsWindowNavFocusable()
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static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)
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{
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if (window->Flags & ImGuiWindowFlags_Popup)
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return "(Popup)";
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if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0)
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return "(Main menu bar)";
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return "(Untitled)";
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}
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// Overlay displayed when using CTRL+TAB. Called by EndFrame().
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void ImGui::NavUpdateWindowingList()
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{
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ImGuiContext& g = *GImGui;
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if (!g.NavWindowingTarget)
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{
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g.NavWindowingList = NULL;
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return;
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}
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if (g.NavWindowingList == NULL)
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g.NavWindowingList = FindWindowByName("###NavWindowList");
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SetNextWindowSizeConstraints(ImVec2(g.IO.DisplaySize.x * 0.20f, g.IO.DisplaySize.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
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SetNextWindowPos(g.IO.DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
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PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
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Begin("###NavWindowList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize);
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for (int n = g.Windows.Size - 1; n >= 0; n--)
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{
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ImGuiWindow* window = g.Windows[n];
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if (!IsWindowNavFocusable(window))
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continue;
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const char* label = window->Name;
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if (label == FindRenderedTextEnd(label))
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label = GetFallbackWindowNameForWindowingList(window);
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Selectable(label, g.NavWindowingTarget == window);
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}
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End();
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PopStyleVar();
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}
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// Scroll to keep newly navigated item fully into view
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// NB: We modify rect_rel by the amount we scrolled for, so it is immediately updated.
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static void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect)
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@ -3590,6 +3633,11 @@ void ImGui::UpdateMovingWindow()
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}
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}
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static bool IsWindowActiveAndVisible(ImGuiWindow* window)
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{
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return (window->HiddenFrames == 0) && (window->Active);
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}
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static void ImGui::UpdateMouseInputs()
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{
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ImGuiContext& g = *GImGui;
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@ -3820,10 +3868,10 @@ void ImGui::NewFrame()
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UpdateHoveredWindowAndCaptureFlags();
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// Background darkening/whitening
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if (GetFrontMostPopupModal() != NULL)
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g.ModalWindowDarkeningRatio = ImMin(g.ModalWindowDarkeningRatio + g.IO.DeltaTime * 6.0f, 1.0f);
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if (GetFrontMostPopupModal() != NULL || g.NavWindowingTarget != NULL)
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g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f);
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else
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g.ModalWindowDarkeningRatio = 0.0f;
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g.DimBgRatio = 0.0f;
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g.MouseCursor = ImGuiMouseCursor_Arrow;
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g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;
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@ -4333,6 +4381,8 @@ void ImGui::EndFrame()
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g.PlatformImeLastPos = g.PlatformImePos;
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}
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NavUpdateWindowingList();
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// Hide implicit "Debug" window if it hasn't been used
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IM_ASSERT(g.CurrentWindowStack.Size == 1); // Mismatched Begin()/End() calls, did you forget to call end on g.CurrentWindow->Name?
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if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)
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@ -4421,15 +4471,18 @@ void ImGui::Render()
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// Gather windows to render
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g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsActiveWindows = 0;
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g.DrawDataBuilder.Clear();
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ImGuiWindow* window_to_render_front_most = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget : NULL;
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ImGuiWindow* windows_to_render_front_most[2];
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windows_to_render_front_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL;
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windows_to_render_front_most[1] = (g.NavWindowingList);
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for (int n = 0; n != g.Windows.Size; n++)
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{
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ImGuiWindow* window = g.Windows[n];
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if (window->Active && window->HiddenFrames == 0 && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != window_to_render_front_most)
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if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_front_most[0] && window != windows_to_render_front_most[1])
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AddWindowToDrawDataSelectLayer(window);
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}
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if (window_to_render_front_most && window_to_render_front_most->Active && window_to_render_front_most->HiddenFrames == 0) // NavWindowingTarget is always temporarily displayed as the front-most window
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AddWindowToDrawDataSelectLayer(window_to_render_front_most);
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for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_front_most); n++)
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if (windows_to_render_front_most[n] && IsWindowActiveAndVisible(windows_to_render_front_most[n])) // NavWindowingTarget is always temporarily displayed as the front-most window
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AddWindowToDrawDataSelectLayer(windows_to_render_front_most[n]);
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g.DrawDataBuilder.FlattenIntoSingleLayer();
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// Draw software mouse cursor if requested
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@ -6032,7 +6085,7 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
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PopID();
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// Navigation resize (keyboard/gamepad)
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if (g.NavWindowingTarget == window)
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if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window)
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{
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ImVec2 nav_resize_delta;
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if (g.NavInputSource == ImGuiInputSource_NavKeyboard && g.IO.KeyShift)
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@ -6391,23 +6444,29 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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else
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PushClipRect(viewport_rect.Min, viewport_rect.Max, true);
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// Draw modal window background (darkens what is behind them)
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if ((flags & ImGuiWindowFlags_Modal) != 0 && window == GetFrontMostPopupModal())
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window->DrawList->AddRectFilled(viewport_rect.Min, viewport_rect.Max, GetColorU32(ImGuiCol_ModalWindowDarkening, g.ModalWindowDarkeningRatio));
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// Draw modal window background (darkens what is behind them, all viewports)
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const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetFrontMostPopupModal() && window->HiddenFrames <= 0;
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const bool dim_bg_for_window_list = g.NavWindowingTarget && (window == g.NavWindowingTarget->RootWindow);
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if (dim_bg_for_modal || dim_bg_for_window_list)
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{
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const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowListDimBg, g.DimBgRatio);
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window->DrawList->AddRectFilled(viewport_rect.Min, viewport_rect.Max, dim_bg_col);
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}
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// Draw navigation selection/windowing rectangle background
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if (g.NavWindowingTarget == window)
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if (dim_bg_for_window_list && window == g.NavWindowingTarget->RootWindow)
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{
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ImRect bb = window->Rect();
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bb.Expand(g.FontSize);
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if (!bb.Contains(viewport_rect)) // Avoid drawing if the window covers all the viewport anyway
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window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha * 0.25f), g.Style.WindowRounding);
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window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowListHighlight, g.NavWindowingHighlightAlpha * 0.25f), g.Style.WindowRounding);
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}
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// Draw window + handle manual resize
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const float window_rounding = window->WindowRounding;
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const float window_border_size = window->WindowBorderSize;
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const bool title_bar_is_highlight = want_focus || (g.NavWindow && window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight);
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const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
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const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight);
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const ImRect title_bar_rect = window->TitleBarRect();
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if (window->Collapsed)
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{
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@ -6487,7 +6546,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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bb.Expand(-g.FontSize - 1.0f);
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rounding = window->WindowRounding;
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}
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window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), rounding, ~0, 3.0f);
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window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowListHighlight, g.NavWindowingHighlightAlpha), rounding, ~0, 3.0f);
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}
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// Store a backup of SizeFull which we will use next frame to decide if we need scrollbars.
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@ -7181,10 +7240,10 @@ const char* ImGui::GetStyleColorName(ImGuiCol idx)
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case ImGuiCol_PlotHistogram: return "PlotHistogram";
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case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered";
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case ImGuiCol_TextSelectedBg: return "TextSelectedBg";
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case ImGuiCol_ModalWindowDarkening: return "ModalWindowDarkening";
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case ImGuiCol_DragDropTarget: return "DragDropTarget";
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case ImGuiCol_NavHighlight: return "NavHighlight";
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case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight";
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case ImGuiCol_NavWindowListDimBg: return "NavWindowListDimBg";
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case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg";
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}
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IM_ASSERT(0);
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return "Unknown";
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6
imgui.h
6
imgui.h
@ -892,15 +892,17 @@ enum ImGuiCol_
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ImGuiCol_PlotHistogram,
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ImGuiCol_PlotHistogramHovered,
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ImGuiCol_TextSelectedBg,
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ImGuiCol_ModalWindowDarkening, // Darken/colorize entire screen behind a modal window, when one is active
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ImGuiCol_DragDropTarget,
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ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item
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ImGuiCol_NavWindowingHighlight, // Gamepad/keyboard: when holding NavMenu to focus/move/resize windows
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ImGuiCol_NavWindowListHighlight,// Highlight window when using CTRL+TAB
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ImGuiCol_NavWindowListDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
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ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
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ImGuiCol_COUNT
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// Obsolete names (will be removed)
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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, ImGuiCol_ChildWindowBg = ImGuiCol_ChildBg, ImGuiCol_Column = ImGuiCol_Separator, ImGuiCol_ColumnHovered = ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive = ImGuiCol_SeparatorActive
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, ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg
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//ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered, // [unused since 1.60+] the close button now uses regular button colors.
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//ImGuiCol_ComboBg, // [unused since 1.53+] ComboBg has been merged with PopupBg, so a redirect isn't accurate.
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#endif
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@ -1860,7 +1860,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
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ImGui::OpenPopup("Stacked 1");
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if (ImGui::BeginPopupModal("Stacked 1"))
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{
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ImGui::Text("Hello from Stacked The First\nUsing style.Colors[ImGuiCol_ModalWindowDarkening] for darkening.");
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ImGui::Text("Hello from Stacked The First\nUsing style.Colors[ImGuiCol_ModalWindowDimBg] behind it.");
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static int item = 1;
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ImGui::Combo("Combo", &item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0");
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static float color[4] = { 0.4f,0.7f,0.0f,0.5f };
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@ -194,10 +194,11 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst)
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colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
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colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
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colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
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colors[ImGuiCol_ModalWindowDarkening] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f);
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colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
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colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
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colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
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colors[ImGuiCol_NavWindowListHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
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colors[ImGuiCol_NavWindowListDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);
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colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f);
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}
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void ImGui::StyleColorsClassic(ImGuiStyle* dst)
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@ -243,10 +244,11 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst)
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colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
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colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
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colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f);
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colors[ImGuiCol_ModalWindowDarkening] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
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colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
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colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered];
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colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
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colors[ImGuiCol_NavWindowListHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
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colors[ImGuiCol_NavWindowListDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);
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colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
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}
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// Those light colors are better suited with a thicker font than the default one + FrameBorder
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@ -293,10 +295,11 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
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colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
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colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.45f, 0.00f, 1.00f);
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colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
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colors[ImGuiCol_ModalWindowDarkening] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
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colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
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colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered];
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colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f);
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colors[ImGuiCol_NavWindowListHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f);
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colors[ImGuiCol_NavWindowListDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.20f);
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colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
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}
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//-----------------------------------------------------------------------------
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@ -659,6 +659,7 @@ struct ImGuiContext
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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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int NavScoringCount; // Metrics for debugging
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ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed front-most.
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ImGuiWindow* NavWindowingList;
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float NavWindowingHighlightTimer;
|
||||
float NavWindowingHighlightAlpha;
|
||||
bool NavWindowingToggleLayer;
|
||||
@ -686,7 +687,7 @@ struct ImGuiContext
|
||||
// Render
|
||||
ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user
|
||||
ImDrawDataBuilder DrawDataBuilder;
|
||||
float ModalWindowDarkeningRatio;
|
||||
float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list)
|
||||
ImDrawList OverlayDrawList; // Optional software render of mouse cursors, if io.MouseDrawCursor is set + a few debug overlays
|
||||
ImGuiMouseCursor MouseCursor;
|
||||
|
||||
@ -787,7 +788,7 @@ struct ImGuiContext
|
||||
NavInputSource = ImGuiInputSource_None;
|
||||
NavScoringRectScreen = ImRect();
|
||||
NavScoringCount = 0;
|
||||
NavWindowingTarget = NULL;
|
||||
NavWindowingTarget = NavWindowingList = NULL;
|
||||
NavWindowingHighlightTimer = NavWindowingHighlightAlpha = 0.0f;
|
||||
NavWindowingToggleLayer = false;
|
||||
NavLayer = 0;
|
||||
@ -806,7 +807,7 @@ struct ImGuiContext
|
||||
NavMoveRequestForward = ImGuiNavForward_None;
|
||||
NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None;
|
||||
|
||||
ModalWindowDarkeningRatio = 0.0f;
|
||||
DimBgRatio = 0.0f;
|
||||
OverlayDrawList._Data = &DrawListSharedData;
|
||||
OverlayDrawList._OwnerName = "##Overlay"; // Give it a name for debugging
|
||||
MouseCursor = ImGuiMouseCursor_Arrow;
|
||||
|
Loading…
Reference in New Issue
Block a user