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	Internals: Nav: renaming.
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		| @@ -3918,7 +3918,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ | ||||
|             return false; | ||||
|         } | ||||
|         draw_window = g.CurrentWindow; // Child window | ||||
|         draw_window->DC.NavLayerActiveMaskNext |= (1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it. | ||||
|         draw_window->DC.NavLayersActiveMaskNext |= (1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it. | ||||
|         draw_window->DC.CursorPos += style.FramePadding; | ||||
|         inner_size.x -= draw_window->ScrollbarSizes.x; | ||||
|     } | ||||
| @@ -6589,7 +6589,7 @@ void ImGui::EndMenuBar() | ||||
|             // To do so we claim focus back, restore NavId and then process the movement request for yet another frame. | ||||
|             // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth the hassle/cost) | ||||
|             const ImGuiNavLayer layer = ImGuiNavLayer_Menu; | ||||
|             IM_ASSERT(window->DC.NavLayerActiveMaskNext & (1 << layer)); // Sanity check | ||||
|             IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check | ||||
|             FocusWindow(window); | ||||
|             SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); | ||||
|             g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection. | ||||
|   | ||||
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