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Nav: Renaming a field + Comments.
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@ -1970,7 +1970,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
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if (id)
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if (id)
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{
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{
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g.ActiveIdIsAlive = true;
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g.ActiveIdIsAlive = true;
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g.ActiveIdSource = (g.NavActivateId == id || g.NavInputId == id || g.NavJustTabbedId == id || g.NavJustNavigatedId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse;
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g.ActiveIdSource = (g.NavActivateId == id || g.NavInputId == id || g.NavJustTabbedId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse;
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}
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}
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}
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}
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@ -2748,7 +2748,7 @@ static void NavUpdate()
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g.NavInitRequest = false;
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g.NavInitRequest = false;
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g.NavInitResultExplicit = false;
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g.NavInitResultExplicit = false;
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g.NavInitResultId = 0;
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g.NavInitResultId = 0;
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g.NavJustNavigatedId = 0;
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g.NavJustMovedToId = 0;
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// Process navigation move request
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// Process navigation move request
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if (g.NavMoveRequest && g.NavMoveResultId != 0)
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if (g.NavMoveRequest && g.NavMoveResultId != 0)
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@ -2761,7 +2761,7 @@ static void NavUpdate()
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// Apply result from previous frame navigation directional move request
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// Apply result from previous frame navigation directional move request
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ImGui::ClearActiveID();
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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.NavJustMovedToId = g.NavMoveResultId;
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g.NavMoveFromClampedRefRect = false;
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g.NavMoveFromClampedRefRect = false;
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}
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}
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4
imgui.h
4
imgui.h
@ -902,8 +902,8 @@ struct ImGuiIO
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bool WantCaptureKeyboard; // Widget is active (= ImGui will use your keyboard input). Use to hide keyboard from the rest of your application
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bool WantCaptureKeyboard; // Widget is active (= ImGui will use your keyboard input). Use to hide keyboard from the rest of your application
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bool WantTextInput; // Some text input widget is active, which will read input characters from the InputCharacters array. Use to activate on screen keyboard if your system needs one
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bool WantTextInput; // Some text input widget is active, which will read input characters from the InputCharacters array. Use to activate on screen keyboard if your system needs one
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bool WantMoveMouse; // MousePos has been altered. back-end should reposition mouse on next frame. used only if 'NavMovesMouse=true'.
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bool WantMoveMouse; // MousePos has been altered. back-end should reposition mouse on next frame. used only if 'NavMovesMouse=true'.
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bool NavUsable; // Directional navigation is currently allowed (ImGuiKey_NavXXX events).
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bool NavUsable; // Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events).
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bool NavActive; // Directional navigation is active/visible and currently allowed (ImGuiKey_NavXXX events).
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bool NavActive; // Directional navigation is active/visible and currently allowed (will handle ImGuiKey_NavXXX events).
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float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
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float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
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int MetricsAllocs; // Number of active memory allocations
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int MetricsAllocs; // Number of active memory allocations
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int MetricsRenderVertices; // Vertices output during last call to Render()
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int MetricsRenderVertices; // Vertices output during last call to Render()
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@ -463,13 +463,14 @@ struct ImGuiContext
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ImVector<ImGuiPopupRef> CurrentPopupStack; // Which level of BeginPopup() we are in (reset every frame)
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ImVector<ImGuiPopupRef> CurrentPopupStack; // Which level of BeginPopup() we are in (reset every frame)
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// Navigation data (for gamepad/keyboard)
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// Navigation data (for gamepad/keyboard)
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ImGuiWindow* NavWindow; // Nav/focused window for navigation
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ImGuiWindow* NavWindow; // Focused window for navigation
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ImGuiID NavId; // Nav/focused item for navigation
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ImGuiID NavId; // Focused item for navigation
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ImGuiID NavActivateId, NavActivateDownId; // ~~ IsNavInputPressed(ImGuiNavInput_PadActivate) ? NavId : 0, etc.
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ImGuiID NavActivateId; // ~~ IsNavInputPressed(ImGuiNavInput_PadActivate) ? NavId : 0, also set when calling ActivateItem()
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ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_PadInput) ? NavId : 0, etc.
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ImGuiID NavActivateDownId; // ~~ IsNavInputPressed(ImGuiNavInput_PadActivate) ? NavId : 0
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ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_PadInput) ? NavId : 0
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ImGuiID NavJustTabbedId; // Just tabbed to this id.
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ImGuiID NavJustTabbedId; // Just tabbed to this id.
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ImGuiID NavJustNavigatedId; // Just navigated to this id (result of a successfully MoveRequest)
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ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame
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ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame
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ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest)
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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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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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ImGuiWindow* NavWindowingTarget;
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float NavWindowingDisplayAlpha;
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float NavWindowingDisplayAlpha;
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@ -586,7 +587,7 @@ struct ImGuiContext
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NavWindow = NULL;
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NavWindow = NULL;
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NavId = NavActivateId = NavActivateDownId = NavInputId = 0;
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NavId = NavActivateId = NavActivateDownId = NavInputId = 0;
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NavJustTabbedId = NavJustNavigatedId = NavNextActivateId = 0;
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NavJustTabbedId = NavJustMovedToId = NavNextActivateId = 0;
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NavScoringRectScreen = ImRect();
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NavScoringRectScreen = ImRect();
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NavWindowingTarget = NULL;
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NavWindowingTarget = NULL;
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NavWindowingDisplayAlpha = 0.0f;
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NavWindowingDisplayAlpha = 0.0f;
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