Nav: Renaming a field + Comments.

This commit is contained in:
omar 2017-10-13 22:33:06 +02:00
parent db5f1b79cd
commit d761825cfb
3 changed files with 12 additions and 11 deletions

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@ -1970,7 +1970,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
if (id) if (id)
{ {
g.ActiveIdIsAlive = true; g.ActiveIdIsAlive = true;
g.ActiveIdSource = (g.NavActivateId == id || g.NavInputId == id || g.NavJustTabbedId == id || g.NavJustNavigatedId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse; g.ActiveIdSource = (g.NavActivateId == id || g.NavInputId == id || g.NavJustTabbedId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse;
} }
} }
@ -2748,7 +2748,7 @@ static void NavUpdate()
g.NavInitRequest = false; g.NavInitRequest = false;
g.NavInitResultExplicit = false; g.NavInitResultExplicit = false;
g.NavInitResultId = 0; g.NavInitResultId = 0;
g.NavJustNavigatedId = 0; g.NavJustMovedToId = 0;
// Process navigation move request // Process navigation move request
if (g.NavMoveRequest && g.NavMoveResultId != 0) if (g.NavMoveRequest && g.NavMoveResultId != 0)
@ -2761,7 +2761,7 @@ static void NavUpdate()
// Apply result from previous frame navigation directional move request // Apply result from previous frame navigation directional move request
ImGui::ClearActiveID(); ImGui::ClearActiveID();
SetNavIDAndMoveMouse(g.NavMoveResultId, g.NavLayer, g.NavMoveResultRectRel); SetNavIDAndMoveMouse(g.NavMoveResultId, g.NavLayer, g.NavMoveResultRectRel);
g.NavJustNavigatedId = g.NavMoveResultId; g.NavJustMovedToId = g.NavMoveResultId;
g.NavMoveFromClampedRefRect = false; g.NavMoveFromClampedRefRect = false;
} }

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@ -902,8 +902,8 @@ struct ImGuiIO
bool WantCaptureKeyboard; // Widget is active (= ImGui will use your keyboard input). Use to hide keyboard from the rest of your application bool WantCaptureKeyboard; // Widget is active (= ImGui will use your keyboard input). Use to hide keyboard from the rest of your application
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 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
bool WantMoveMouse; // MousePos has been altered. back-end should reposition mouse on next frame. used only if 'NavMovesMouse=true'. bool WantMoveMouse; // MousePos has been altered. back-end should reposition mouse on next frame. used only if 'NavMovesMouse=true'.
bool NavUsable; // Directional navigation is currently allowed (ImGuiKey_NavXXX events). bool NavUsable; // Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events).
bool NavActive; // Directional navigation is active/visible and currently allowed (ImGuiKey_NavXXX events). bool NavActive; // Directional navigation is active/visible and currently allowed (will handle ImGuiKey_NavXXX events).
float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
int MetricsAllocs; // Number of active memory allocations int MetricsAllocs; // Number of active memory allocations
int MetricsRenderVertices; // Vertices output during last call to Render() int MetricsRenderVertices; // Vertices output during last call to Render()

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@ -463,13 +463,14 @@ struct ImGuiContext
ImVector<ImGuiPopupRef> CurrentPopupStack; // Which level of BeginPopup() we are in (reset every frame) ImVector<ImGuiPopupRef> CurrentPopupStack; // Which level of BeginPopup() we are in (reset every frame)
// Navigation data (for gamepad/keyboard) // Navigation data (for gamepad/keyboard)
ImGuiWindow* NavWindow; // Nav/focused window for navigation ImGuiWindow* NavWindow; // Focused window for navigation
ImGuiID NavId; // Nav/focused item for navigation ImGuiID NavId; // Focused item for navigation
ImGuiID NavActivateId, NavActivateDownId; // ~~ IsNavInputPressed(ImGuiNavInput_PadActivate) ? NavId : 0, etc. ImGuiID NavActivateId; // ~~ IsNavInputPressed(ImGuiNavInput_PadActivate) ? NavId : 0, also set when calling ActivateItem()
ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_PadInput) ? NavId : 0, etc. ImGuiID NavActivateDownId; // ~~ IsNavInputPressed(ImGuiNavInput_PadActivate) ? NavId : 0
ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_PadInput) ? NavId : 0
ImGuiID NavJustTabbedId; // Just tabbed to this id. ImGuiID NavJustTabbedId; // Just tabbed to this id.
ImGuiID NavJustNavigatedId; // Just navigated to this id (result of a successfully MoveRequest)
ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame
ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest)
ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring. ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
ImGuiWindow* NavWindowingTarget; ImGuiWindow* NavWindowingTarget;
float NavWindowingDisplayAlpha; float NavWindowingDisplayAlpha;
@ -586,7 +587,7 @@ struct ImGuiContext
NavWindow = NULL; NavWindow = NULL;
NavId = NavActivateId = NavActivateDownId = NavInputId = 0; NavId = NavActivateId = NavActivateDownId = NavInputId = 0;
NavJustTabbedId = NavJustNavigatedId = NavNextActivateId = 0; NavJustTabbedId = NavJustMovedToId = NavNextActivateId = 0;
NavScoringRectScreen = ImRect(); NavScoringRectScreen = ImRect();
NavWindowingTarget = NULL; NavWindowingTarget = NULL;
NavWindowingDisplayAlpha = 0.0f; NavWindowingDisplayAlpha = 0.0f;