Nav, Docs: consistently use "keyboard/gamepad" instead of sometimes "gamepad/keyboard".
This commit is contained in:
+6
-6
@@ -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();
|
||||
|
||||
Reference in New Issue
Block a user