Nav, Docs: consistently use "keyboard/gamepad" instead of sometimes "gamepad/keyboard".

This commit is contained in:
ocornut
2024-10-18 18:49:44 +02:00
parent 1ff9768aa3
commit 3982cb35dc
5 changed files with 41 additions and 36 deletions
+6 -6
View File
@@ -141,7 +141,7 @@ struct ImGuiLocEntry; // A localization entry.
struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only
struct ImGuiMultiSelectState; // Multi-selection persistent state (for focused selection).
struct ImGuiMultiSelectTempData; // Multi-selection temporary state (while traversing).
struct ImGuiNavItemData; // Result of a gamepad/keyboard directional navigation move query result
struct ImGuiNavItemData; // Result of a keyboard/gamepad directional navigation move query result
struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions
struct ImGuiNextWindowData; // Storage for SetNextWindow** functions
struct ImGuiNextItemData; // Storage for SetNextItem** functions
@@ -2132,13 +2132,15 @@ struct ImGuiContext
// Viewports
ImVector<ImGuiViewportP*> Viewports; // Active viewports (Size==1 in 'master' branch). Each viewports hold their copy of ImDrawData.
// Gamepad/keyboard Navigation
// Keyboard/Gamepad Navigation
bool NavCursorVisible; // Nav focus cursor/rectangle is visible? We hide it after a mouse click. We show it after a nav move.
bool NavHighlightItemUnderNav; // Disable mouse hovering highlight. Highlight navigation focused item instead of mouse hovered item.
//bool NavDisableHighlight; // Old name for !g.NavCursorVisible before 1.91.4 (2024/10/18). OPPOSITE VALUE (g.NavDisableHighlight == !g.NavCursorVisible)
//bool NavDisableMouseHover; // Old name for g.NavHighlightItemUnderNav before 1.91.1 (2024/10/18) this was called When user starts using keyboard/gamepad, we hide mouse hovering highlight until mouse is touched again.
ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow'
bool NavMousePosDirty; // When set we will update mouse position if io.ConfigNavMoveSetMousePos is set (not enabled by default)
bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid
ImGuiID NavId; // Focused item for navigation
ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow'
ImGuiID NavFocusScopeId; // Focused focus scope (e.g. selection code often wants to "clear other items" when landing on an item of the same scope)
ImGuiNavLayer NavLayer; // Focused layer (main scrolling layer, or menu/title bar layer)
ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem()
@@ -2152,8 +2154,6 @@ struct ImGuiContext
ImGuiActivateFlags NavNextActivateFlags;
ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS CAN ONLY BE ImGuiInputSource_Keyboard or ImGuiInputSource_Mouse
ImGuiSelectionUserData NavLastValidSelectionUserData; // Last valid data passed to SetNextItemSelectionUser(), or -1. For current window. Not reset when focusing an item that doesn't have selection data.
bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid
bool NavMousePosDirty; // When set we will update mouse position if io.ConfigNavMoveSetMousePos is set (not enabled by default)
// Navigation: Init & Move Requests
bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest this is to perform early out in ItemAdd()
@@ -3101,7 +3101,7 @@ namespace ImGui
IMGUI_API bool BeginComboPreview();
IMGUI_API void EndComboPreview();
// Gamepad/Keyboard Navigation
// Keyboard/Gamepad Navigation
IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit);
IMGUI_API void NavInitRequestApplyResult();
IMGUI_API bool NavMoveRequestButNoResultYet();