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Nav: Comments. Fixed two -Wall warnings. Removed unused function. (#787)
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imgui.cpp
12
imgui.cpp
@ -154,7 +154,7 @@
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USING GAMEPAD/KEYBOARD NAVIGATION [BETA]
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USING GAMEPAD/KEYBOARD NAVIGATION [BETA]
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- Gamepad/keyboard navigation support is available, currently in Beta with some issues. Your feedback and bug reports are welcome.
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- Gamepad/keyboard navigation support is available, currently in Beta with some issues. Your feedback and bug reports are welcome.
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- See https://github.com/ocornut/imgui/issues/323 for discussion thread and ask questions.
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- See https://github.com/ocornut/imgui/issues/787 discussion thread and ask questions there.
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- The current primary focus is to support game controllers.
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- The current primary focus is to support game controllers.
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- Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback.
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- Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback.
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- Consider using Synergy host (on your computer) + uSynergy.c (in your console/tablet/phone app) to use PC mouse/keyboard.
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- Consider using Synergy host (on your computer) + uSynergy.c (in your console/tablet/phone app) to use PC mouse/keyboard.
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@ -624,7 +624,6 @@
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- filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb)
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- filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb)
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- shortcuts: add a shortcut api, e.g. parse "&Save" and/or "Save (CTRL+S)", pass in to widgets or provide simple ways to use (button=activate, input=focus)
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- shortcuts: add a shortcut api, e.g. parse "&Save" and/or "Save (CTRL+S)", pass in to widgets or provide simple ways to use (button=activate, input=focus)
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!- keyboard: tooltip & combo boxes are messing up / not honoring keyboard tabbing
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!- keyboard: tooltip & combo boxes are messing up / not honoring keyboard tabbing
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- keyboard: full keyboard navigation and focus. (#323)
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- focus: preserve ActiveId/focus stack state, e.g. when opening a menu and close it, previously selected InputText() focus gets restored (#622)
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- focus: preserve ActiveId/focus stack state, e.g. when opening a menu and close it, previously selected InputText() focus gets restored (#622)
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- focus: SetKeyboardFocusHere() on with >= 0 offset could be done on same frame (else latch and modulate on beginning of next frame)
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- focus: SetKeyboardFocusHere() on with >= 0 offset could be done on same frame (else latch and modulate on beginning of next frame)
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- input: rework IO system to be able to pass actual ordered/timestamped events. (~#335, #71)
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- input: rework IO system to be able to pass actual ordered/timestamped events. (~#335, #71)
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@ -697,7 +696,6 @@ static void LogRenderedText(const ImVec2& ref_pos, const char* text,
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static void PushMultiItemsWidths(int components, float w_full = 0.0f);
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static void PushMultiItemsWidths(int components, float w_full = 0.0f);
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static float GetDraggedColumnOffset(int column_index);
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static float GetDraggedColumnOffset(int column_index);
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static bool IsKeyDownMap(ImGuiKey key);
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static bool IsKeyPressedMap(ImGuiKey key, bool repeat = true);
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static bool IsKeyPressedMap(ImGuiKey key, bool repeat = true);
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static void SetCurrentFont(ImFont* font);
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static void SetCurrentFont(ImFont* font);
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@ -2956,10 +2954,12 @@ void ImGui::NewFrame()
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// Pressing TAB activate widget focus
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// Pressing TAB activate widget focus
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//// NB: Don't discard FocusedWindow if it isn't active, so that a window that go on/off programatically won't lose its keyboard focus. // [2016/07/17] That comment was made invalid by 19d02becef94e8e0f1d432a8bd55cd783876583c
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//// NB: Don't discard FocusedWindow if it isn't active, so that a window that go on/off programatically won't lose its keyboard focus. // [2016/07/17] That comment was made invalid by 19d02becef94e8e0f1d432a8bd55cd783876583c
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if (g.ActiveId == 0 && g.NavWindow != NULL && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab, false))
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if (g.ActiveId == 0 && g.NavWindow != NULL && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab, false))
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{
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if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX)
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if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX)
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g.NavWindow->FocusIdxTabRequestNext = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1);
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g.NavWindow->FocusIdxTabRequestNext = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1);
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else
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else
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g.NavWindow->FocusIdxTabRequestNext = g.IO.KeyShift ? -1 : 0;
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g.NavWindow->FocusIdxTabRequestNext = g.IO.KeyShift ? -1 : 0;
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}
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g.NavIdTabCounter = INT_MAX;
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g.NavIdTabCounter = INT_MAX;
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// Mark all windows as not visible
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// Mark all windows as not visible
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@ -3781,12 +3781,6 @@ bool ImGui::IsAnyWindowHoveredAtPos(const ImVec2& pos)
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return FindHoveredWindow(pos, false) != NULL;
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return FindHoveredWindow(pos, false) != NULL;
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}
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}
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static bool IsKeyDownMap(ImGuiKey key)
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{
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const int key_index = GImGui->IO.KeyMap[key];
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return (key_index >= 0) ? ImGui::IsKeyDown(key_index) : false;
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}
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static bool IsKeyPressedMap(ImGuiKey key, bool repeat)
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static bool IsKeyPressedMap(ImGuiKey key, bool repeat)
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{
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{
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const int key_index = GImGui->IO.KeyMap[key];
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const int key_index = GImGui->IO.KeyMap[key];
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