Nav: Comments. Fixed two -Wall warnings. Removed unused function. (#787)
This commit is contained in:
parent
3883a2027f
commit
e8e5c6d788
12
imgui.cpp
12
imgui.cpp
@ -154,7 +154,7 @@
|
||||
USING GAMEPAD/KEYBOARD NAVIGATION [BETA]
|
||||
|
||||
- Gamepad/keyboard navigation support is available, currently in Beta with some issues. Your feedback and bug reports are welcome.
|
||||
- See https://github.com/ocornut/imgui/issues/323 for discussion thread and ask questions.
|
||||
- See https://github.com/ocornut/imgui/issues/787 discussion thread and ask questions there.
|
||||
- The current primary focus is to support game controllers.
|
||||
- Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback.
|
||||
- Consider using Synergy host (on your computer) + uSynergy.c (in your console/tablet/phone app) to use PC mouse/keyboard.
|
||||
@ -624,7 +624,6 @@
|
||||
- filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb)
|
||||
- shortcuts: add a shortcut api, e.g. parse "&Save" and/or "Save (CTRL+S)", pass in to widgets or provide simple ways to use (button=activate, input=focus)
|
||||
!- keyboard: tooltip & combo boxes are messing up / not honoring keyboard tabbing
|
||||
- keyboard: full keyboard navigation and focus. (#323)
|
||||
- focus: preserve ActiveId/focus stack state, e.g. when opening a menu and close it, previously selected InputText() focus gets restored (#622)
|
||||
- focus: SetKeyboardFocusHere() on with >= 0 offset could be done on same frame (else latch and modulate on beginning of next frame)
|
||||
- input: rework IO system to be able to pass actual ordered/timestamped events. (~#335, #71)
|
||||
@ -697,7 +696,6 @@ static void LogRenderedText(const ImVec2& ref_pos, const char* text,
|
||||
static void PushMultiItemsWidths(int components, float w_full = 0.0f);
|
||||
static float GetDraggedColumnOffset(int column_index);
|
||||
|
||||
static bool IsKeyDownMap(ImGuiKey key);
|
||||
static bool IsKeyPressedMap(ImGuiKey key, bool repeat = true);
|
||||
|
||||
static void SetCurrentFont(ImFont* font);
|
||||
@ -2956,10 +2954,12 @@ void ImGui::NewFrame()
|
||||
// Pressing TAB activate widget focus
|
||||
//// NB: Don't discard FocusedWindow if it isn't active, so that a window that go on/off programatically won't lose its keyboard focus. // [2016/07/17] That comment was made invalid by 19d02becef94e8e0f1d432a8bd55cd783876583c
|
||||
if (g.ActiveId == 0 && g.NavWindow != NULL && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab, false))
|
||||
{
|
||||
if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX)
|
||||
g.NavWindow->FocusIdxTabRequestNext = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1);
|
||||
else
|
||||
g.NavWindow->FocusIdxTabRequestNext = g.IO.KeyShift ? -1 : 0;
|
||||
}
|
||||
g.NavIdTabCounter = INT_MAX;
|
||||
|
||||
// Mark all windows as not visible
|
||||
@ -3781,12 +3781,6 @@ bool ImGui::IsAnyWindowHoveredAtPos(const ImVec2& pos)
|
||||
return FindHoveredWindow(pos, false) != NULL;
|
||||
}
|
||||
|
||||
static bool IsKeyDownMap(ImGuiKey key)
|
||||
{
|
||||
const int key_index = GImGui->IO.KeyMap[key];
|
||||
return (key_index >= 0) ? ImGui::IsKeyDown(key_index) : false;
|
||||
}
|
||||
|
||||
static bool IsKeyPressedMap(ImGuiKey key, bool repeat)
|
||||
{
|
||||
const int key_index = GImGui->IO.KeyMap[key];
|
||||
|
Loading…
Reference in New Issue
Block a user