mirror of https://github.com/bkaradzic/bgfx
Updated ImGui.
This commit is contained in:
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00aac5e7a1
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08e2b86fdf
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@ -1,4 +1,4 @@
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// dear imgui, v1.61
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// dear imgui, v1.62 WIP
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// (main code and documentation)
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// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
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@ -2254,7 +2254,7 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
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// 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)
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// For example, this ensure that items in one column are not reached when moving vertically from items in another column.
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NavClampRectToVisibleAreaForMoveDir(g.NavMoveDir, cand, window->ClipRect);
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NavClampRectToVisibleAreaForMoveDir(g.NavMoveClipDir, cand, window->ClipRect);
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// Compute distance between boxes
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// FIXME-NAV: Introducing biases for vertical navigation, needs to be removed.
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@ -3008,39 +3008,35 @@ static void ImGui::NavUpdateWindowing()
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}
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// NB: We modify rect_rel by the amount we scrolled for, so it is immediately updated.
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static void NavScrollToBringItemIntoView(ImGuiWindow* window, ImRect& item_rect_rel)
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static void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect)
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{
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// Scroll to keep newly navigated item fully into view
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ImRect window_rect_rel(window->InnerMainRect.Min - window->Pos - ImVec2(1, 1), window->InnerMainRect.Max - window->Pos + ImVec2(1, 1));
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//g.OverlayDrawList.AddRect(window->Pos + window_rect_rel.Min, window->Pos + window_rect_rel.Max, IM_COL32_WHITE); // [DEBUG]
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if (window_rect_rel.Contains(item_rect_rel))
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ImRect window_rect(window->InnerMainRect.Min - ImVec2(1, 1), window->InnerMainRect.Max + ImVec2(1, 1));
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//g.OverlayDrawList.AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]
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if (window_rect.Contains(item_rect))
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return;
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ImGuiContext& g = *GImGui;
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if (window->ScrollbarX && item_rect_rel.Min.x < window_rect_rel.Min.x)
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if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x)
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{
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window->ScrollTarget.x = item_rect_rel.Min.x + window->Scroll.x - g.Style.ItemSpacing.x;
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window->ScrollTarget.x = item_rect.Min.x - window->Pos.x + window->Scroll.x - g.Style.ItemSpacing.x;
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window->ScrollTargetCenterRatio.x = 0.0f;
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}
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else if (window->ScrollbarX && item_rect_rel.Max.x >= window_rect_rel.Max.x)
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else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x)
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{
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window->ScrollTarget.x = item_rect_rel.Max.x + window->Scroll.x + g.Style.ItemSpacing.x;
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window->ScrollTarget.x = item_rect.Max.x - window->Pos.x + window->Scroll.x + g.Style.ItemSpacing.x;
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window->ScrollTargetCenterRatio.x = 1.0f;
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}
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if (item_rect_rel.Min.y < window_rect_rel.Min.y)
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if (item_rect.Min.y < window_rect.Min.y)
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{
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window->ScrollTarget.y = item_rect_rel.Min.y + window->Scroll.y - g.Style.ItemSpacing.y;
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window->ScrollTarget.y = item_rect.Min.y - window->Pos.y + window->Scroll.y - g.Style.ItemSpacing.y;
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window->ScrollTargetCenterRatio.y = 0.0f;
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}
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else if (item_rect_rel.Max.y >= window_rect_rel.Max.y)
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else if (item_rect.Max.y >= window_rect.Max.y)
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{
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window->ScrollTarget.y = item_rect_rel.Max.y + window->Scroll.y + g.Style.ItemSpacing.y;
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window->ScrollTarget.y = item_rect.Max.y - window->Pos.y + window->Scroll.y + g.Style.ItemSpacing.y;
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window->ScrollTargetCenterRatio.y = 1.0f;
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}
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// Estimate upcoming scroll so we can offset our relative mouse position so mouse position can be applied immediately after in NavUpdate()
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ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window, false);
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item_rect_rel.Translate(window->Scroll - next_scroll);
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}
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static void ImGui::NavUpdate()
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@ -3104,9 +3100,18 @@ static void ImGui::NavUpdate()
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IM_ASSERT(g.NavWindow && result->Window);
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// Scroll to keep newly navigated item fully into view
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// Scroll to keep newly navigated item fully into view. Also scroll parent window if necessary.
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if (g.NavLayer == 0)
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NavScrollToBringItemIntoView(result->Window, result->RectRel);
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{
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ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos);
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NavScrollToBringItemIntoView(result->Window, rect_abs);
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if (result->Window->Flags & ImGuiWindowFlags_ChildWindow)
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NavScrollToBringItemIntoView(result->Window->ParentWindow, rect_abs);
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// Estimate upcoming scroll so we can offset our result position so mouse position can be applied immediately after in NavUpdate()
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ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(result->Window, false);
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result->RectRel.Translate(result->Window->Scroll - next_scroll);
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}
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// Apply result from previous frame navigation directional move request
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ClearActiveID();
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@ -3225,6 +3230,7 @@ static void ImGui::NavUpdate()
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if (g.NavMoveRequestForward == ImGuiNavForward_None)
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{
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g.NavMoveDir = ImGuiDir_None;
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g.NavMoveRequestFlags = 0;
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if (g.NavWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
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{
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if ((allowed_dir_flags & (1<<ImGuiDir_Left)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadLeft, ImGuiNavInput_KeyLeft_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Left;
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@ -3232,11 +3238,13 @@ static void ImGui::NavUpdate()
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if ((allowed_dir_flags & (1<<ImGuiDir_Up)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadUp, ImGuiNavInput_KeyUp_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Up;
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if ((allowed_dir_flags & (1<<ImGuiDir_Down)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadDown, ImGuiNavInput_KeyDown_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Down;
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}
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g.NavMoveClipDir = g.NavMoveDir;
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}
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else
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{
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// 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)
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IM_ASSERT(g.NavMoveDir != ImGuiDir_None);
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// (Preserve g.NavMoveRequestFlags, g.NavMoveClipDir which were set by the NavMoveRequestForward() function)
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IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);
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IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_ForwardQueued);
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g.NavMoveRequestForward = ImGuiNavForward_ForwardActive;
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}
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@ -4545,9 +4553,11 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items
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const ImVec2 pos = window->DC.CursorPos;
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int start = (int)((window->ClipRect.Min.y - pos.y) / items_height);
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int end = (int)((window->ClipRect.Max.y - pos.y) / items_height);
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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
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// When performing a navigation request, ensure we have one item extra in the direction we are moving to
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if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Up)
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start--;
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if (g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Down)
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if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Down)
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end++;
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start = ImClamp(start, 0, items_count);
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@ -5099,15 +5109,50 @@ bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags fla
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return is_open;
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}
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static void NavProcessMoveRequestWrapAround(ImGuiWindow* window)
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void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags)
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{
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ImGuiContext& g = *GImGui;
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if (g.NavWindow == window && NavMoveRequestButNoResultYet())
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if ((g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) && g.NavMoveRequestForward == ImGuiNavForward_None && g.NavLayer == 0)
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{
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g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
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IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_None);
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ImGui::NavMoveRequestCancel();
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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;
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g.NavMoveDir = move_dir;
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g.NavMoveClipDir = clip_dir;
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g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
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g.NavMoveRequestFlags = move_flags;
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g.NavWindow->NavRectRel[g.NavLayer] = bb_rel;
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}
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void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags)
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{
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ImGuiContext& g = *GImGui;
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if (g.NavWindow != window || !NavMoveRequestButNoResultYet() || g.NavMoveRequestForward != ImGuiNavForward_None || g.NavLayer != 0)
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return;
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IM_ASSERT(move_flags != 0); // No points calling this with no wrapping
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ImRect bb_rel = window->NavRectRel[0];
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ImGuiDir clip_dir = g.NavMoveDir;
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if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
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{
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bb_rel.Min.x = bb_rel.Max.x = ImMax(window->SizeFull.x, window->SizeContents.x) - window->Scroll.x;
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if (move_flags & ImGuiNavMoveFlags_WrapX) { bb_rel.TranslateY(-bb_rel.GetHeight()); clip_dir = ImGuiDir_Up; }
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NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags);
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}
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if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
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{
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bb_rel.Min.x = bb_rel.Max.x = -window->Scroll.x;
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if (move_flags & ImGuiNavMoveFlags_WrapX) { bb_rel.TranslateY(+bb_rel.GetHeight()); clip_dir = ImGuiDir_Down; }
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NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags);
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}
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if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
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{
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bb_rel.Min.y = bb_rel.Max.y = ImMax(window->SizeFull.y, window->SizeContents.y) - window->Scroll.y;
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if (move_flags & ImGuiNavMoveFlags_WrapY) { bb_rel.TranslateX(-bb_rel.GetWidth()); clip_dir = ImGuiDir_Left; }
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NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags);
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}
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if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
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{
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bb_rel.Min.y = bb_rel.Max.y = -window->Scroll.y;
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if (move_flags & ImGuiNavMoveFlags_WrapY) { bb_rel.TranslateX(+bb_rel.GetWidth()); clip_dir = ImGuiDir_Right; }
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NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags);
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}
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}
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IM_ASSERT(g.CurrentPopupStack.Size > 0);
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// Make all menus and popups wrap around for now, may need to expose that policy.
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NavProcessMoveRequestWrapAround(g.CurrentWindow);
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NavMoveRequestTryWrapping(g.CurrentWindow, ImGuiNavMoveFlags_LoopY);
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End();
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}
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@ -6156,7 +6201,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->SizeFullAtLastBegin = window->SizeFull;
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// Update various regions. Variables they depends on are set above in this function.
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// FIXME: window->ContentsRegion.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
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// FIXME: window->ContentsRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
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window->ContentsRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x;
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window->ContentsRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->TitleBarHeight() + window->MenuBarHeight();
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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));
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@ -8067,7 +8112,7 @@ void ImGui::LogButtons()
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bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags)
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{
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if (flags & ImGuiTreeNodeFlags_Leaf)
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return true;
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return false;
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// We only write to the tree storage if the user clicks (or explicitly use SetNextTreeNode*** functions)
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ImGuiContext& g = *GImGui;
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// dear imgui, v1.61
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// dear imgui, v1.62 WIP
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// (headers)
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// See imgui.cpp file for documentation.
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@ -22,7 +22,7 @@
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#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
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// Version
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#define IMGUI_VERSION "1.61"
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#define IMGUI_VERSION "1.62 WIP"
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert))
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// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
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@ -1236,8 +1236,10 @@ public:
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return;
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value_type* new_data = (value_type*)ImGui::MemAlloc((size_t)new_capacity * sizeof(value_type));
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if (Data)
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{
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memcpy(new_data, Data, (size_t)Size * sizeof(value_type));
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ImGui::MemFree(Data);
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}
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Data = new_data;
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Capacity = new_capacity;
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}
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// dear imgui, v1.61
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// dear imgui, v1.62 WIP
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// (demo code)
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// Message to the person tempted to delete this file when integrating ImGui into their code base:
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@ -457,7 +457,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
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else
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{
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// 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().
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node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet
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node_flags |= ImGuiTreeNodeFlags_Leaf; // | ImGuiTreeNodeFlags_Bullet;
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ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i);
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if (ImGui::IsItemClicked())
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node_clicked = i;
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@ -3188,13 +3188,9 @@ static void ShowExampleAppPropertyEditor(bool* p_open)
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}
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else
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{
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// Here we use a TreeNode to highlight on hover (we could use e.g. Selectable as well)
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ImGui::AlignTextToFramePadding();
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// Here we use a Selectable (instead of Text) to highlight on hover
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//ImGui::Text("Field_%d", i);
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char label[32];
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sprintf(label, "Field_%d", i);
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ImGui::Bullet();
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ImGui::Selectable(label);
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ImGui::TreeNodeEx("Field", ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet, "Field_%d", i);
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ImGui::NextColumn();
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ImGui::PushItemWidth(-1);
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if (i >= 5)
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// dear imgui, v1.61
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// dear imgui, v1.62 WIP
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// (drawing and font code)
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// Contains implementation for
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@ -1,4 +1,4 @@
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// dear imgui, v1.61
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// dear imgui, v1.62 WIP
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// (internals)
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// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
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@ -50,6 +50,7 @@ typedef int ImGuiItemFlags; // flags: for PushItemFlag()
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typedef int ImGuiItemStatusFlags; // flags: storage for DC.LastItemXXX // enum ImGuiItemStatusFlags_
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typedef int ImGuiNavHighlightFlags; // flags: for RenderNavHighlight() // enum ImGuiNavHighlightFlags_
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typedef int ImGuiNavDirSourceFlags; // flags: for GetNavInputAmount2d() // enum ImGuiNavDirSourceFlags_
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typedef int ImGuiNavMoveFlags; // flags: for navigation requests // enum ImGuiNavMoveFlags_
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typedef int ImGuiSeparatorFlags; // flags: for Separator() - internal // enum ImGuiSeparatorFlags_
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typedef int ImGuiSliderFlags; // flags: for SliderBehavior() // enum ImGuiSliderFlags_
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@ -302,6 +303,14 @@ enum ImGuiNavDirSourceFlags_
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ImGuiNavDirSourceFlags_PadLStick = 1 << 2
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};
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enum ImGuiNavMoveFlags_
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{
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ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side
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ImGuiNavMoveFlags_LoopY = 1 << 1,
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ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left)
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ImGuiNavMoveFlags_WrapY = 1 << 3 // This is not super useful for provided for completeness
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};
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enum ImGuiNavForward
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{
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ImGuiNavForward_None,
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@ -337,6 +346,8 @@ struct IMGUI_API ImRect
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void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; }
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void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; }
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void Translate(const ImVec2& d) { Min.x += d.x; Min.y += d.y; Max.x += d.x; Max.y += d.y; }
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void TranslateX(float dx) { Min.x += dx; Max.x += dx; }
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void TranslateY(float dy) { Min.y += dy; Max.y += dy; }
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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.
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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.
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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; }
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@ -645,8 +656,10 @@ struct ImGuiContext
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ImRect NavInitResultRectRel;
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bool NavMoveFromClampedRefRect; // Set by manual scrolling, if we scroll to a point where NavId isn't visible we reset navigation from visible items
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bool NavMoveRequest; // Move request for this frame
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ImGuiNavMoveFlags NavMoveRequestFlags;
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ImGuiNavForward NavMoveRequestForward; // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu)
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ImGuiDir NavMoveDir, NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request
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ImGuiDir NavMoveClipDir;
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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