mirror of https://github.com/ocornut/imgui
Internals: comment out obsolete g.ActiveIdUsingNavInputMask obsoleted two years ago. (#4921, #4858, #787, #1599, #323)
Use SetKeyOwner(ImGuiKey_Escape, g.ActiveId); instead. Amend 8b8a61bd
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20
imgui.cpp
20
imgui.cpp
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@ -4040,9 +4040,6 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
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// (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet)
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g.ActiveIdUsingNavDirMask = 0x00;
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g.ActiveIdUsingAllKeyboardKeys = false;
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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g.ActiveIdUsingNavInputMask = 0x00;
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#endif
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}
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void ImGui::ClearActiveID()
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@ -4806,25 +4803,8 @@ void ImGui::NewFrame()
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{
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g.ActiveIdUsingNavDirMask = 0x00;
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g.ActiveIdUsingAllKeyboardKeys = false;
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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g.ActiveIdUsingNavInputMask = 0x00;
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#endif
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}
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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if (g.ActiveId == 0)
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g.ActiveIdUsingNavInputMask = 0;
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else if (g.ActiveIdUsingNavInputMask != 0)
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{
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// If your custom widget code used: { g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); }
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// Since IMGUI_VERSION_NUM >= 18804 it should be: { SetKeyOwner(ImGuiKey_Escape, g.ActiveId); SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId); }
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if (g.ActiveIdUsingNavInputMask & (1 << ImGuiNavInput_Cancel))
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SetKeyOwner(ImGuiKey_Escape, g.ActiveId);
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if (g.ActiveIdUsingNavInputMask & ~(1 << ImGuiNavInput_Cancel))
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IM_ASSERT(0); // Other values unsupported
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}
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#endif
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// Record when we have been stationary as this state is preserved while over same item.
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// FIXME: The way this is expressed means user cannot alter HoverStationaryDelay during the frame to use varying values.
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// To allow this we should store HoverItemMaxStationaryTime+ID and perform the >= check in IsItemHovered() function.
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@ -2081,9 +2081,7 @@ struct ImGuiContext
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ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it)
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bool ActiveIdUsingAllKeyboardKeys; // Active widget will want to read all keyboard keys inputs. (this is a shortcut for not taking ownership of 100+ keys, frequently used by drag operations)
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ImGuiKeyChord DebugBreakInShortcutRouting; // Set to break in SetShortcutRouting()/Shortcut() calls.
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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ImU32 ActiveIdUsingNavInputMask; // If you used this. Since (IMGUI_VERSION_NUM >= 18804) : 'g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);' becomes 'SetKeyOwner(ImGuiKey_Escape, g.ActiveId) and/or SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId);'
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#endif
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//ImU32 ActiveIdUsingNavInputMask; // [OBSOLETE] Since (IMGUI_VERSION_NUM >= 18804) : 'g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);' becomes --> 'SetKeyOwner(ImGuiKey_Escape, g.ActiveId) and/or SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId);'
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// Next window/item data
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ImGuiID CurrentFocusScopeId; // Value for currently appending items == g.FocusScopeStack.back(). Not to be mistaken with g.NavFocusScopeId.
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@ -2395,9 +2393,6 @@ struct ImGuiContext
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ActiveIdUsingNavDirMask = 0x00;
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ActiveIdUsingAllKeyboardKeys = false;
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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ActiveIdUsingNavInputMask = 0x00;
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#endif
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CurrentFocusScopeId = 0;
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CurrentItemFlags = ImGuiItemFlags_None;
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@ -3196,7 +3191,7 @@ namespace ImGui
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//#endif
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// Basic Accessors
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inline ImGuiItemStatusFlags GetItemStatusFlags(){ ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; }
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inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; }
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inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.InFlags; }
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inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; }
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inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; }
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