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Nav: clarified/renamed NavInputId as NavAcivateInputId, added flags shared by both.
(this commit should have no visible side effect but is designed to introduce the followup commit refactoring SetKeyboardFocusHere into using a Nav request)
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@ -143,6 +143,7 @@ struct ImGuiWindowSettings; // Storage for a window .ini settings (we ke
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// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
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typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical
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typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later)
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typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag()
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typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags
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typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns()
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@ -1148,6 +1149,14 @@ struct ImGuiPtrOrIndex
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// [SECTION] Navigation support
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//-----------------------------------------------------------------------------
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enum ImGuiActivateFlags_
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{
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ImGuiActivateFlags_None = 0,
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ImGuiActivateFlags_PreferInput = 1 << 0, // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default if keyboard is available.
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ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default if keyboard is not available.
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ImGuiActivateFlags_TryToPreserveState = 1 << 2 // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection)
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};
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enum ImGuiNavHighlightFlags_
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{
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ImGuiNavHighlightFlags_None = 0,
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@ -1498,12 +1507,14 @@ struct ImGuiContext
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ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem()
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ImGuiID NavActivateDownId; // ~~ IsNavInputDown(ImGuiNavInput_Activate) ? NavId : 0
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ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0
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ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0
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ImGuiID NavActivateInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0; ImGuiActivateFlags_PreferInput will be set and NavActivateId will be 0.
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ImGuiActivateFlags NavActivateFlags;
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ImGuiID NavJustTabbedId; // Just tabbed to this id.
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ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest).
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ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest).
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ImGuiKeyModFlags NavJustMovedToKeyMods;
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ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame.
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ImGuiActivateFlags NavNextActivateFlags;
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ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.
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ImGuiNavLayer NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later.
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int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing
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@ -1708,8 +1719,9 @@ struct ImGuiContext
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CurrentItemFlags = ImGuiItemFlags_None;
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NavWindow = NULL;
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NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0;
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NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavActivateInputId = 0;
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NavJustTabbedId = NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;
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NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None;
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NavJustMovedToKeyMods = ImGuiKeyModFlags_None;
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NavInputSource = ImGuiInputSource_None;
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NavLayer = ImGuiNavLayer_Main;
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