Internals: removed ImGuiInputSource_Nav enum,
Essentially finishing the work of removing Nav a dual input source (with e.g. removal of NavInput[]).
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314e6443c9
@ -3791,7 +3791,8 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
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if (id)
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{
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g.ActiveIdIsAlive = id;
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g.ActiveIdSource = (g.NavActivateId == id || g.NavJustMovedToId == id) ? (ImGuiInputSource)ImGuiInputSource_Nav : ImGuiInputSource_Mouse;
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g.ActiveIdSource = (g.NavActivateId == id || g.NavJustMovedToId == id) ? g.NavInputSource : ImGuiInputSource_Mouse;
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IM_ASSERT(g.ActiveIdSource != ImGuiInputSource_None);
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}
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// Clear declaration of inputs claimed by the widget
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@ -5275,7 +5276,7 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, b
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FocusWindow(child_window);
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NavInitWindow(child_window, false);
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SetActiveID(id + 1, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item
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g.ActiveIdSource = ImGuiInputSource_Nav;
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g.ActiveIdSource = g.NavInputSource;
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}
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return ret;
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}
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@ -8638,7 +8639,7 @@ void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse)
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#ifndef IMGUI_DISABLE_DEBUG_TOOLS
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static const char* GetInputSourceName(ImGuiInputSource source)
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{
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const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Nav", "Clipboard" };
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const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Clipboard" };
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IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT);
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return input_source_names[source];
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}
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@ -10572,7 +10573,7 @@ void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
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if (g.LastItemData.ID == id)
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window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect);
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if (g.ActiveIdSource == ImGuiInputSource_Nav)
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if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
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g.NavDisableMouseHover = true;
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else
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g.NavDisableHighlight = true;
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@ -1258,7 +1258,6 @@ enum ImGuiInputSource
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ImGuiInputSource_Keyboard,
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ImGuiInputSource_Gamepad,
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ImGuiInputSource_Clipboard, // Currently only used by InputText()
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ImGuiInputSource_Nav, // Stored in g.ActiveIdSource only
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ImGuiInputSource_COUNT
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};
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@ -1786,7 +1785,7 @@ struct ImGuiContext
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bool ActiveIdHasBeenEditedThisFrame;
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ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
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ImGuiWindow* ActiveIdWindow;
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ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard)
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ImGuiInputSource ActiveIdSource; // Activating source: ImGuiInputSource_Mouse OR ImGuiInputSource_Keyboard OR ImGuiInputSource_Gamepad
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int ActiveIdMouseButton;
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ImGuiID ActiveIdPreviousFrame;
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bool ActiveIdPreviousFrameIsAlive;
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@ -1842,7 +1841,7 @@ struct ImGuiContext
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ImGuiKeyChord NavJustMovedToKeyMods;
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ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame.
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ImGuiActivateFlags NavNextActivateFlags;
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ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.
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ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS CAN ONLY BE ImGuiInputSource_Keyboard or ImGuiInputSource_Mouse
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ImGuiNavLayer NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later.
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bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid
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bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default)
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@ -2080,7 +2079,7 @@ struct ImGuiContext
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NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;
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NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None;
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NavJustMovedToKeyMods = ImGuiMod_None;
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NavInputSource = ImGuiInputSource_None;
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NavInputSource = ImGuiInputSource_Keyboard;
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NavLayer = ImGuiNavLayer_Main;
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NavIdIsAlive = false;
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NavMousePosDirty = false;
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@ -622,7 +622,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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// Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.
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pressed = true;
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SetActiveID(id, window);
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g.ActiveIdSource = ImGuiInputSource_Nav;
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g.ActiveIdSource = g.NavInputSource;
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if (!(flags & ImGuiButtonFlags_NoNavFocus))
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SetFocusID(id, window);
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}
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@ -660,7 +660,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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if (!(flags & ImGuiButtonFlags_NoNavFocus))
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g.NavDisableHighlight = true;
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}
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else if (g.ActiveIdSource == ImGuiInputSource_Nav)
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else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
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{
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// When activated using Nav, we hold on the ActiveID until activation button is released
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if (g.NavActivateDownId != id)
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@ -2245,7 +2245,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const
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if (g.IO.KeyShift)
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adjust_delta *= 10.0f;
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}
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else if (g.ActiveIdSource == ImGuiInputSource_Nav)
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else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
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{
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const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0;
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const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow);
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@ -2352,7 +2352,7 @@ bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v
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// Those are the things we can do easily outside the DragBehaviorT<> template, saves code generation.
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if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0])
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ClearActiveID();
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else if (g.ActiveIdSource == ImGuiInputSource_Nav && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated)
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else if ((g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated)
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ClearActiveID();
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}
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if (g.ActiveId != id)
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@ -2821,7 +2821,7 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ
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set_new_value = true;
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}
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}
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else if (g.ActiveIdSource == ImGuiInputSource_Nav)
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else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
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{
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if (g.ActiveIdIsJustActivated)
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{
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