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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_
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return false;
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}
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draw_window = g.CurrentWindow; // Child window
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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.
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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.
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draw_window->DC.CursorPos += style.FramePadding;
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inner_size.x -= draw_window->ScrollbarSizes.x;
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}
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@ -6589,7 +6589,7 @@ void ImGui::EndMenuBar()
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// To do so we claim focus back, restore NavId and then process the movement request for yet another frame.
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// 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)
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const ImGuiNavLayer layer = ImGuiNavLayer_Menu;
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IM_ASSERT(window->DC.NavLayerActiveMaskNext & (1 << layer)); // Sanity check
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IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check
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FocusWindow(window);
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SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
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g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection.
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