Nav: clarified/renamed NavInputId as NavAcivateInputId, added flags shared by both.
(this commit should have no visible side effect but is designed to introduce the followup commit refactoring SetKeyboardFocusHere into using a Nav request)
This commit is contained in:
parent
755bf985d2
commit
d9b427cce0
29
imgui.cpp
29
imgui.cpp
@ -3106,7 +3106,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
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if (id)
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if (id)
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{
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{
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g.ActiveIdIsAlive = id;
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g.ActiveIdIsAlive = id;
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g.ActiveIdSource = (g.NavActivateId == id || g.NavInputId == id || g.NavJustTabbedId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse;
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g.ActiveIdSource = (g.NavActivateId == id || g.NavActivateInputId == id || g.NavJustTabbedId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse;
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}
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}
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// Clear declaration of inputs claimed by the widget
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// Clear declaration of inputs claimed by the widget
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@ -7063,6 +7063,7 @@ void ImGui::ActivateItem(ImGuiID id)
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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g.NavNextActivateId = id;
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g.NavNextActivateId = id;
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g.NavNextActivateFlags = ImGuiActivateFlags_None;
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}
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}
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void ImGui::PushFocusScope(ImGuiID id)
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void ImGui::PushFocusScope(ImGuiID id)
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@ -9232,19 +9233,28 @@ static void ImGui::NavUpdate()
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NavUpdateCancelRequest();
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NavUpdateCancelRequest();
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// Process manual activation request
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// Process manual activation request
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g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = 0;
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g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavActivateInputId = 0;
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g.NavActivateFlags = ImGuiActivateFlags_None;
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if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
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if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
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{
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{
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bool activate_down = IsNavInputDown(ImGuiNavInput_Activate);
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bool activate_down = IsNavInputDown(ImGuiNavInput_Activate);
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bool input_down = IsNavInputDown(ImGuiNavInput_Input);
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bool activate_pressed = activate_down && IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed);
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bool activate_pressed = activate_down && IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed);
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bool input_pressed = input_down && IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed);
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if (g.ActiveId == 0 && activate_pressed)
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if (g.ActiveId == 0 && activate_pressed)
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{
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g.NavActivateId = g.NavId;
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g.NavActivateId = g.NavId;
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g.NavActivateFlags = ImGuiActivateFlags_PreferTweak;
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}
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if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed)
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{
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g.NavActivateInputId = g.NavId;
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g.NavActivateFlags = ImGuiActivateFlags_PreferInput;
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}
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if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down)
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if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down)
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g.NavActivateDownId = g.NavId;
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g.NavActivateDownId = g.NavId;
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if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed)
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if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed)
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g.NavActivatePressedId = g.NavId;
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g.NavActivatePressedId = g.NavId;
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if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed))
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g.NavInputId = g.NavId;
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}
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}
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if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
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if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
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g.NavDisableHighlight = true;
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g.NavDisableHighlight = true;
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@ -9254,7 +9264,13 @@ static void ImGui::NavUpdate()
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// Process programmatic activation request
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// Process programmatic activation request
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// FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others)
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// FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others)
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if (g.NavNextActivateId != 0)
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if (g.NavNextActivateId != 0)
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g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = g.NavNextActivateId;
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{
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if (g.NavNextActivateFlags & ImGuiActivateFlags_PreferInput)
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g.NavActivateInputId = g.NavNextActivateId;
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else
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g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId;
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g.NavActivateFlags = g.NavNextActivateFlags;
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}
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g.NavNextActivateId = 0;
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g.NavNextActivateId = 0;
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// Process move requests
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// Process move requests
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@ -11393,7 +11409,8 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
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Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
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Text("NavInputSource: %s", input_source_names[g.NavInputSource]);
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Text("NavInputSource: %s", input_source_names[g.NavInputSource]);
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Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
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Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
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Text("NavActivateId: 0x%08X, NavInputId: 0x%08X", g.NavActivateId, g.NavInputId);
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Text("NavActivateId/DownId/PressedId/InputId: %08X/%08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId, g.NavActivateInputId);
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Text("NavActivateFlags: %04X", g.NavActivateFlags);
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Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
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Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
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Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId);
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Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId);
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Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
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Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
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@ -143,6 +143,7 @@ struct ImGuiWindowSettings; // Storage for a window .ini settings (we ke
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// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
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// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
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typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical
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typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical
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typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later)
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typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag()
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typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag()
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typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags
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typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags
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typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns()
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typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns()
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@ -1148,6 +1149,14 @@ struct ImGuiPtrOrIndex
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// [SECTION] Navigation support
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// [SECTION] Navigation support
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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enum ImGuiActivateFlags_
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{
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ImGuiActivateFlags_None = 0,
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ImGuiActivateFlags_PreferInput = 1 << 0, // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default if keyboard is available.
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ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default if keyboard is not available.
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ImGuiActivateFlags_TryToPreserveState = 1 << 2 // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection)
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};
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enum ImGuiNavHighlightFlags_
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enum ImGuiNavHighlightFlags_
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{
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{
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ImGuiNavHighlightFlags_None = 0,
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ImGuiNavHighlightFlags_None = 0,
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@ -1498,12 +1507,14 @@ struct ImGuiContext
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ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem()
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ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem()
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ImGuiID NavActivateDownId; // ~~ IsNavInputDown(ImGuiNavInput_Activate) ? NavId : 0
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ImGuiID NavActivateDownId; // ~~ IsNavInputDown(ImGuiNavInput_Activate) ? NavId : 0
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ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0
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ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0
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ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0
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ImGuiID NavActivateInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0; ImGuiActivateFlags_PreferInput will be set and NavActivateId will be 0.
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ImGuiActivateFlags NavActivateFlags;
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ImGuiID NavJustTabbedId; // Just tabbed to this id.
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ImGuiID NavJustTabbedId; // Just tabbed to this id.
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ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest).
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ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest).
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ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest).
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ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest).
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ImGuiKeyModFlags NavJustMovedToKeyMods;
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ImGuiKeyModFlags NavJustMovedToKeyMods;
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ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame.
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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 WILL ONLY BE None or NavGamepad or NavKeyboard.
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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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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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int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing
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int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing
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@ -1708,8 +1719,9 @@ struct ImGuiContext
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CurrentItemFlags = ImGuiItemFlags_None;
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CurrentItemFlags = ImGuiItemFlags_None;
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NavWindow = NULL;
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NavWindow = NULL;
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NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0;
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NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavActivateInputId = 0;
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NavJustTabbedId = NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;
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NavJustTabbedId = NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;
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NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None;
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NavJustMovedToKeyMods = ImGuiKeyModFlags_None;
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NavJustMovedToKeyMods = ImGuiKeyModFlags_None;
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NavInputSource = ImGuiInputSource_None;
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NavInputSource = ImGuiInputSource_None;
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NavLayer = ImGuiNavLayer_Main;
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NavLayer = ImGuiNavLayer_Main;
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@ -1479,6 +1479,7 @@ void ImGui::TableSetupScrollFreeze(int columns, int rows)
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table->IsUnfrozenRows = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b
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table->IsUnfrozenRows = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b
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// Ensure frozen columns are ordered in their section. We still allow multiple frozen columns to be reordered.
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// Ensure frozen columns are ordered in their section. We still allow multiple frozen columns to be reordered.
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// FIXME-TABLE: This work for preserving 2143 into 21|43. How about 4321 turning into 21|43? (preserve relative order in each section)
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for (int column_n = 0; column_n < table->FreezeColumnsRequest; column_n++)
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for (int column_n = 0; column_n < table->FreezeColumnsRequest; column_n++)
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{
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{
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int order_n = table->DisplayOrderToIndex[column_n];
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int order_n = table->DisplayOrderToIndex[column_n];
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@ -273,6 +273,7 @@ void ImGui::TextV(const char* fmt, va_list args)
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if (window->SkipItems)
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if (window->SkipItems)
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return;
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return;
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// FIXME-OPT: Handle the %s shortcut?
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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const char* text_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
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const char* text_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
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TextEx(g.TempBuffer, text_end, ImGuiTextFlags_NoWidthForLargeClippedText);
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TextEx(g.TempBuffer, text_end, ImGuiTextFlags_NoWidthForLargeClippedText);
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@ -2405,20 +2406,23 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data,
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const bool focus_requested = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Focused) != 0;
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const bool focus_requested = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Focused) != 0;
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const bool clicked = (hovered && g.IO.MouseClicked[0]);
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const bool clicked = (hovered && g.IO.MouseClicked[0]);
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const bool double_clicked = (hovered && g.IO.MouseDoubleClicked[0]);
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const bool double_clicked = (hovered && g.IO.MouseDoubleClicked[0]);
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if (focus_requested || clicked || double_clicked || g.NavActivateId == id || g.NavInputId == id)
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if (focus_requested || clicked || double_clicked || g.NavActivateId == id || g.NavActivateInputId == id)
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{
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{
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SetActiveID(id, window);
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SetActiveID(id, window);
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SetFocusID(id, window);
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SetFocusID(id, window);
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FocusWindow(window);
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FocusWindow(window);
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g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
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g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
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if (temp_input_allowed && (focus_requested || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavInputId == id))
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if (temp_input_allowed)
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if (focus_requested || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavActivateInputId == id)
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temp_input_is_active = true;
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temp_input_is_active = true;
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}
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}
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// Experimental: simple click (without moving) turns Drag into an InputText
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// Experimental: simple click (without moving) turns Drag into an InputText
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if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active)
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if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active)
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if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR))
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if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR))
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{
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{
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g.NavInputId = id;
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g.NavActivateId = g.NavActivateInputId = id;
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g.NavActivateFlags = ImGuiActivateFlags_PreferInput;
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temp_input_is_active = true;
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temp_input_is_active = true;
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}
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}
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}
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}
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@ -3019,13 +3023,13 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat
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{
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{
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const bool focus_requested = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Focused) != 0;
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const bool focus_requested = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Focused) != 0;
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const bool clicked = (hovered && g.IO.MouseClicked[0]);
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const bool clicked = (hovered && g.IO.MouseClicked[0]);
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if (focus_requested || clicked || g.NavActivateId == id || g.NavInputId == id)
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if (focus_requested || clicked || g.NavActivateId == id || g.NavActivateInputId == id)
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{
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{
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SetActiveID(id, window);
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SetActiveID(id, window);
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SetFocusID(id, window);
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SetFocusID(id, window);
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FocusWindow(window);
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FocusWindow(window);
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g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
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g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
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if (temp_input_allowed && (focus_requested || (clicked && g.IO.KeyCtrl) || g.NavInputId == id))
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if (temp_input_allowed && (focus_requested || (clicked && g.IO.KeyCtrl) || g.NavActivateInputId == id))
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temp_input_is_active = true;
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temp_input_is_active = true;
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}
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}
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}
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}
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@ -3177,7 +3181,7 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d
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format = PatchFormatStringFloatToInt(format);
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format = PatchFormatStringFloatToInt(format);
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const bool hovered = ItemHoverable(frame_bb, id);
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const bool hovered = ItemHoverable(frame_bb, id);
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if ((hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || g.NavInputId == id)
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if ((hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || g.NavActivateInputId == id)
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{
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{
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SetActiveID(id, window);
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SetActiveID(id, window);
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SetFocusID(id, window);
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SetFocusID(id, window);
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@ -4019,7 +4023,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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const bool focus_requested_by_tabbing = (item_status_flags & ImGuiItemStatusFlags_FocusedByTabbing) != 0;
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const bool focus_requested_by_tabbing = (item_status_flags & ImGuiItemStatusFlags_FocusedByTabbing) != 0;
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const bool user_clicked = hovered && io.MouseClicked[0];
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const bool user_clicked = hovered && io.MouseClicked[0];
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const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_Keyboard));
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const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavActivateInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_Keyboard));
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const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);
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const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);
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const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);
|
const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user