mirror of https://github.com/bkaradzic/bgfx
Updated ImGui.
This commit is contained in:
parent
00aac5e7a1
commit
08e2b86fdf
|
@ -1,4 +1,4 @@
|
|||
// dear imgui, v1.61
|
||||
// dear imgui, v1.62 WIP
|
||||
// (main code and documentation)
|
||||
|
||||
// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
|
||||
|
@ -2254,7 +2254,7 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
|
|||
|
||||
// We perform scoring on items bounding box clipped by the current clipping rectangle on the other axis (clipping on our movement axis would give us equal scores for all clipped items)
|
||||
// For example, this ensure that items in one column are not reached when moving vertically from items in another column.
|
||||
NavClampRectToVisibleAreaForMoveDir(g.NavMoveDir, cand, window->ClipRect);
|
||||
NavClampRectToVisibleAreaForMoveDir(g.NavMoveClipDir, cand, window->ClipRect);
|
||||
|
||||
// Compute distance between boxes
|
||||
// FIXME-NAV: Introducing biases for vertical navigation, needs to be removed.
|
||||
|
@ -3008,39 +3008,35 @@ static void ImGui::NavUpdateWindowing()
|
|||
}
|
||||
|
||||
// NB: We modify rect_rel by the amount we scrolled for, so it is immediately updated.
|
||||
static void NavScrollToBringItemIntoView(ImGuiWindow* window, ImRect& item_rect_rel)
|
||||
static void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect)
|
||||
{
|
||||
// Scroll to keep newly navigated item fully into view
|
||||
ImRect window_rect_rel(window->InnerMainRect.Min - window->Pos - ImVec2(1, 1), window->InnerMainRect.Max - window->Pos + ImVec2(1, 1));
|
||||
//g.OverlayDrawList.AddRect(window->Pos + window_rect_rel.Min, window->Pos + window_rect_rel.Max, IM_COL32_WHITE); // [DEBUG]
|
||||
if (window_rect_rel.Contains(item_rect_rel))
|
||||
ImRect window_rect(window->InnerMainRect.Min - ImVec2(1, 1), window->InnerMainRect.Max + ImVec2(1, 1));
|
||||
//g.OverlayDrawList.AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]
|
||||
if (window_rect.Contains(item_rect))
|
||||
return;
|
||||
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (window->ScrollbarX && item_rect_rel.Min.x < window_rect_rel.Min.x)
|
||||
if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x)
|
||||
{
|
||||
window->ScrollTarget.x = item_rect_rel.Min.x + window->Scroll.x - g.Style.ItemSpacing.x;
|
||||
window->ScrollTarget.x = item_rect.Min.x - window->Pos.x + window->Scroll.x - g.Style.ItemSpacing.x;
|
||||
window->ScrollTargetCenterRatio.x = 0.0f;
|
||||
}
|
||||
else if (window->ScrollbarX && item_rect_rel.Max.x >= window_rect_rel.Max.x)
|
||||
else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x)
|
||||
{
|
||||
window->ScrollTarget.x = item_rect_rel.Max.x + window->Scroll.x + g.Style.ItemSpacing.x;
|
||||
window->ScrollTarget.x = item_rect.Max.x - window->Pos.x + window->Scroll.x + g.Style.ItemSpacing.x;
|
||||
window->ScrollTargetCenterRatio.x = 1.0f;
|
||||
}
|
||||
if (item_rect_rel.Min.y < window_rect_rel.Min.y)
|
||||
if (item_rect.Min.y < window_rect.Min.y)
|
||||
{
|
||||
window->ScrollTarget.y = item_rect_rel.Min.y + window->Scroll.y - g.Style.ItemSpacing.y;
|
||||
window->ScrollTarget.y = item_rect.Min.y - window->Pos.y + window->Scroll.y - g.Style.ItemSpacing.y;
|
||||
window->ScrollTargetCenterRatio.y = 0.0f;
|
||||
}
|
||||
else if (item_rect_rel.Max.y >= window_rect_rel.Max.y)
|
||||
else if (item_rect.Max.y >= window_rect.Max.y)
|
||||
{
|
||||
window->ScrollTarget.y = item_rect_rel.Max.y + window->Scroll.y + g.Style.ItemSpacing.y;
|
||||
window->ScrollTarget.y = item_rect.Max.y - window->Pos.y + window->Scroll.y + g.Style.ItemSpacing.y;
|
||||
window->ScrollTargetCenterRatio.y = 1.0f;
|
||||
}
|
||||
|
||||
// Estimate upcoming scroll so we can offset our relative mouse position so mouse position can be applied immediately after in NavUpdate()
|
||||
ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window, false);
|
||||
item_rect_rel.Translate(window->Scroll - next_scroll);
|
||||
}
|
||||
|
||||
static void ImGui::NavUpdate()
|
||||
|
@ -3104,9 +3100,18 @@ static void ImGui::NavUpdate()
|
|||
|
||||
IM_ASSERT(g.NavWindow && result->Window);
|
||||
|
||||
// Scroll to keep newly navigated item fully into view
|
||||
// Scroll to keep newly navigated item fully into view. Also scroll parent window if necessary.
|
||||
if (g.NavLayer == 0)
|
||||
NavScrollToBringItemIntoView(result->Window, result->RectRel);
|
||||
{
|
||||
ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos);
|
||||
NavScrollToBringItemIntoView(result->Window, rect_abs);
|
||||
if (result->Window->Flags & ImGuiWindowFlags_ChildWindow)
|
||||
NavScrollToBringItemIntoView(result->Window->ParentWindow, rect_abs);
|
||||
|
||||
// Estimate upcoming scroll so we can offset our result position so mouse position can be applied immediately after in NavUpdate()
|
||||
ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(result->Window, false);
|
||||
result->RectRel.Translate(result->Window->Scroll - next_scroll);
|
||||
}
|
||||
|
||||
// Apply result from previous frame navigation directional move request
|
||||
ClearActiveID();
|
||||
|
@ -3225,6 +3230,7 @@ static void ImGui::NavUpdate()
|
|||
if (g.NavMoveRequestForward == ImGuiNavForward_None)
|
||||
{
|
||||
g.NavMoveDir = ImGuiDir_None;
|
||||
g.NavMoveRequestFlags = 0;
|
||||
if (g.NavWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
|
||||
{
|
||||
if ((allowed_dir_flags & (1<<ImGuiDir_Left)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadLeft, ImGuiNavInput_KeyLeft_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Left;
|
||||
|
@ -3232,11 +3238,13 @@ static void ImGui::NavUpdate()
|
|||
if ((allowed_dir_flags & (1<<ImGuiDir_Up)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadUp, ImGuiNavInput_KeyUp_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Up;
|
||||
if ((allowed_dir_flags & (1<<ImGuiDir_Down)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadDown, ImGuiNavInput_KeyDown_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Down;
|
||||
}
|
||||
g.NavMoveClipDir = g.NavMoveDir;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window)
|
||||
IM_ASSERT(g.NavMoveDir != ImGuiDir_None);
|
||||
// (Preserve g.NavMoveRequestFlags, g.NavMoveClipDir which were set by the NavMoveRequestForward() function)
|
||||
IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);
|
||||
IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_ForwardQueued);
|
||||
g.NavMoveRequestForward = ImGuiNavForward_ForwardActive;
|
||||
}
|
||||
|
@ -4545,9 +4553,11 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items
|
|||
const ImVec2 pos = window->DC.CursorPos;
|
||||
int start = (int)((window->ClipRect.Min.y - pos.y) / items_height);
|
||||
int end = (int)((window->ClipRect.Max.y - pos.y) / items_height);
|
||||
if (g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Up) // When performing a navigation request, ensure we have one item extra in the direction we are moving to
|
||||
|
||||
// When performing a navigation request, ensure we have one item extra in the direction we are moving to
|
||||
if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Up)
|
||||
start--;
|
||||
if (g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Down)
|
||||
if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Down)
|
||||
end++;
|
||||
|
||||
start = ImClamp(start, 0, items_count);
|
||||
|
@ -5099,16 +5109,51 @@ bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags fla
|
|||
return is_open;
|
||||
}
|
||||
|
||||
static void NavProcessMoveRequestWrapAround(ImGuiWindow* window)
|
||||
void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (g.NavWindow == window && NavMoveRequestButNoResultYet())
|
||||
if ((g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) && g.NavMoveRequestForward == ImGuiNavForward_None && g.NavLayer == 0)
|
||||
{
|
||||
g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
|
||||
ImGui::NavMoveRequestCancel();
|
||||
g.NavWindow->NavRectRel[0].Min.y = g.NavWindow->NavRectRel[0].Max.y = ((g.NavMoveDir == ImGuiDir_Up) ? ImMax(window->SizeFull.y, window->SizeContents.y) : 0.0f) - window->Scroll.y;
|
||||
}
|
||||
IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_None);
|
||||
ImGui::NavMoveRequestCancel();
|
||||
g.NavMoveDir = move_dir;
|
||||
g.NavMoveClipDir = clip_dir;
|
||||
g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
|
||||
g.NavMoveRequestFlags = move_flags;
|
||||
g.NavWindow->NavRectRel[g.NavLayer] = bb_rel;
|
||||
}
|
||||
|
||||
void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (g.NavWindow != window || !NavMoveRequestButNoResultYet() || g.NavMoveRequestForward != ImGuiNavForward_None || g.NavLayer != 0)
|
||||
return;
|
||||
IM_ASSERT(move_flags != 0); // No points calling this with no wrapping
|
||||
ImRect bb_rel = window->NavRectRel[0];
|
||||
|
||||
ImGuiDir clip_dir = g.NavMoveDir;
|
||||
if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
|
||||
{
|
||||
bb_rel.Min.x = bb_rel.Max.x = ImMax(window->SizeFull.x, window->SizeContents.x) - window->Scroll.x;
|
||||
if (move_flags & ImGuiNavMoveFlags_WrapX) { bb_rel.TranslateY(-bb_rel.GetHeight()); clip_dir = ImGuiDir_Up; }
|
||||
NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags);
|
||||
}
|
||||
if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
|
||||
{
|
||||
bb_rel.Min.x = bb_rel.Max.x = -window->Scroll.x;
|
||||
if (move_flags & ImGuiNavMoveFlags_WrapX) { bb_rel.TranslateY(+bb_rel.GetHeight()); clip_dir = ImGuiDir_Down; }
|
||||
NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags);
|
||||
}
|
||||
if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
|
||||
{
|
||||
bb_rel.Min.y = bb_rel.Max.y = ImMax(window->SizeFull.y, window->SizeContents.y) - window->Scroll.y;
|
||||
if (move_flags & ImGuiNavMoveFlags_WrapY) { bb_rel.TranslateX(-bb_rel.GetWidth()); clip_dir = ImGuiDir_Left; }
|
||||
NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags);
|
||||
}
|
||||
if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
|
||||
{
|
||||
bb_rel.Min.y = bb_rel.Max.y = -window->Scroll.y;
|
||||
if (move_flags & ImGuiNavMoveFlags_WrapY) { bb_rel.TranslateX(+bb_rel.GetWidth()); clip_dir = ImGuiDir_Right; }
|
||||
NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags);
|
||||
}
|
||||
}
|
||||
|
||||
void ImGui::EndPopup()
|
||||
|
@ -5118,7 +5163,7 @@ void ImGui::EndPopup()
|
|||
IM_ASSERT(g.CurrentPopupStack.Size > 0);
|
||||
|
||||
// Make all menus and popups wrap around for now, may need to expose that policy.
|
||||
NavProcessMoveRequestWrapAround(g.CurrentWindow);
|
||||
NavMoveRequestTryWrapping(g.CurrentWindow, ImGuiNavMoveFlags_LoopY);
|
||||
|
||||
End();
|
||||
}
|
||||
|
@ -6156,7 +6201,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
|
|||
window->SizeFullAtLastBegin = window->SizeFull;
|
||||
|
||||
// Update various regions. Variables they depends on are set above in this function.
|
||||
// FIXME: window->ContentsRegion.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
|
||||
// FIXME: window->ContentsRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
|
||||
window->ContentsRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x;
|
||||
window->ContentsRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->TitleBarHeight() + window->MenuBarHeight();
|
||||
window->ContentsRegionRect.Max.x = window->Pos.x - window->Scroll.x - window->WindowPadding.x + (window->SizeContentsExplicit.x != 0.0f ? window->SizeContentsExplicit.x : (window->Size.x - window->ScrollbarSizes.x));
|
||||
|
@ -8067,7 +8112,7 @@ void ImGui::LogButtons()
|
|||
bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags)
|
||||
{
|
||||
if (flags & ImGuiTreeNodeFlags_Leaf)
|
||||
return true;
|
||||
return false;
|
||||
|
||||
// We only write to the tree storage if the user clicks (or explicitly use SetNextTreeNode*** functions)
|
||||
ImGuiContext& g = *GImGui;
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
// dear imgui, v1.61
|
||||
// dear imgui, v1.62 WIP
|
||||
// (headers)
|
||||
|
||||
// See imgui.cpp file for documentation.
|
||||
|
@ -22,7 +22,7 @@
|
|||
#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
|
||||
|
||||
// Version
|
||||
#define IMGUI_VERSION "1.61"
|
||||
#define IMGUI_VERSION "1.62 WIP"
|
||||
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert))
|
||||
|
||||
// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
|
||||
|
@ -1236,8 +1236,10 @@ public:
|
|||
return;
|
||||
value_type* new_data = (value_type*)ImGui::MemAlloc((size_t)new_capacity * sizeof(value_type));
|
||||
if (Data)
|
||||
{
|
||||
memcpy(new_data, Data, (size_t)Size * sizeof(value_type));
|
||||
ImGui::MemFree(Data);
|
||||
ImGui::MemFree(Data);
|
||||
}
|
||||
Data = new_data;
|
||||
Capacity = new_capacity;
|
||||
}
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
// dear imgui, v1.61
|
||||
// dear imgui, v1.62 WIP
|
||||
// (demo code)
|
||||
|
||||
// Message to the person tempted to delete this file when integrating ImGui into their code base:
|
||||
|
@ -457,9 +457,9 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
|||
else
|
||||
{
|
||||
// Leaf: The only reason we have a TreeNode at all is to allow selection of the leaf. Otherwise we can use BulletText() or TreeAdvanceToLabelPos()+Text().
|
||||
node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet
|
||||
node_flags |= ImGuiTreeNodeFlags_Leaf; // | ImGuiTreeNodeFlags_Bullet;
|
||||
ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i);
|
||||
if (ImGui::IsItemClicked())
|
||||
if (ImGui::IsItemClicked())
|
||||
node_clicked = i;
|
||||
}
|
||||
}
|
||||
|
@ -3188,13 +3188,9 @@ static void ShowExampleAppPropertyEditor(bool* p_open)
|
|||
}
|
||||
else
|
||||
{
|
||||
// Here we use a TreeNode to highlight on hover (we could use e.g. Selectable as well)
|
||||
ImGui::AlignTextToFramePadding();
|
||||
// Here we use a Selectable (instead of Text) to highlight on hover
|
||||
//ImGui::Text("Field_%d", i);
|
||||
char label[32];
|
||||
sprintf(label, "Field_%d", i);
|
||||
ImGui::Bullet();
|
||||
ImGui::Selectable(label);
|
||||
ImGui::TreeNodeEx("Field", ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet, "Field_%d", i);
|
||||
ImGui::NextColumn();
|
||||
ImGui::PushItemWidth(-1);
|
||||
if (i >= 5)
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
// dear imgui, v1.61
|
||||
// dear imgui, v1.62 WIP
|
||||
// (drawing and font code)
|
||||
|
||||
// Contains implementation for
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
// dear imgui, v1.61
|
||||
// dear imgui, v1.62 WIP
|
||||
// (internals)
|
||||
|
||||
// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
|
||||
|
@ -50,6 +50,7 @@ typedef int ImGuiItemFlags; // flags: for PushItemFlag()
|
|||
typedef int ImGuiItemStatusFlags; // flags: storage for DC.LastItemXXX // enum ImGuiItemStatusFlags_
|
||||
typedef int ImGuiNavHighlightFlags; // flags: for RenderNavHighlight() // enum ImGuiNavHighlightFlags_
|
||||
typedef int ImGuiNavDirSourceFlags; // flags: for GetNavInputAmount2d() // enum ImGuiNavDirSourceFlags_
|
||||
typedef int ImGuiNavMoveFlags; // flags: for navigation requests // enum ImGuiNavMoveFlags_
|
||||
typedef int ImGuiSeparatorFlags; // flags: for Separator() - internal // enum ImGuiSeparatorFlags_
|
||||
typedef int ImGuiSliderFlags; // flags: for SliderBehavior() // enum ImGuiSliderFlags_
|
||||
|
||||
|
@ -302,6 +303,14 @@ enum ImGuiNavDirSourceFlags_
|
|||
ImGuiNavDirSourceFlags_PadLStick = 1 << 2
|
||||
};
|
||||
|
||||
enum ImGuiNavMoveFlags_
|
||||
{
|
||||
ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side
|
||||
ImGuiNavMoveFlags_LoopY = 1 << 1,
|
||||
ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left)
|
||||
ImGuiNavMoveFlags_WrapY = 1 << 3 // This is not super useful for provided for completeness
|
||||
};
|
||||
|
||||
enum ImGuiNavForward
|
||||
{
|
||||
ImGuiNavForward_None,
|
||||
|
@ -337,6 +346,8 @@ struct IMGUI_API ImRect
|
|||
void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; }
|
||||
void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; }
|
||||
void Translate(const ImVec2& d) { Min.x += d.x; Min.y += d.y; Max.x += d.x; Max.y += d.y; }
|
||||
void TranslateX(float dx) { Min.x += dx; Max.x += dx; }
|
||||
void TranslateY(float dy) { Min.y += dy; Max.y += dy; }
|
||||
void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display.
|
||||
void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped.
|
||||
void Floor() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; }
|
||||
|
@ -645,8 +656,10 @@ struct ImGuiContext
|
|||
ImRect NavInitResultRectRel;
|
||||
bool NavMoveFromClampedRefRect; // Set by manual scrolling, if we scroll to a point where NavId isn't visible we reset navigation from visible items
|
||||
bool NavMoveRequest; // Move request for this frame
|
||||
ImGuiNavMoveFlags NavMoveRequestFlags;
|
||||
ImGuiNavForward NavMoveRequestForward; // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu)
|
||||
ImGuiDir NavMoveDir, NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request
|
||||
ImGuiDir NavMoveClipDir;
|
||||
ImGuiNavMoveResult NavMoveResultLocal; // Best move request candidate within NavWindow
|
||||
ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using the NavFlattened flag)
|
||||
|
||||
|
@ -762,8 +775,9 @@ struct ImGuiContext
|
|||
NavInitResultId = 0;
|
||||
NavMoveFromClampedRefRect = false;
|
||||
NavMoveRequest = false;
|
||||
NavMoveRequestFlags = 0;
|
||||
NavMoveRequestForward = ImGuiNavForward_None;
|
||||
NavMoveDir = NavMoveDirLast = ImGuiDir_None;
|
||||
NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None;
|
||||
|
||||
ModalWindowDarkeningRatio = 0.0f;
|
||||
OverlayDrawList._Data = &DrawListSharedData;
|
||||
|
@ -1069,6 +1083,8 @@ namespace ImGui
|
|||
|
||||
IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit);
|
||||
IMGUI_API void NavMoveRequestCancel();
|
||||
IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags);
|
||||
IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);
|
||||
IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again.
|
||||
|
||||
IMGUI_API float GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode);
|
||||
|
|
Loading…
Reference in New Issue