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@@ -1258,7 +1258,6 @@ enum ImGuiInputSource
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ImGuiInputSource_Keyboard,
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ImGuiInputSource_Keyboard,
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ImGuiInputSource_Gamepad,
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ImGuiInputSource_Gamepad,
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ImGuiInputSource_Clipboard, // Currently only used by InputText()
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ImGuiInputSource_Clipboard, // Currently only used by InputText()
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- ImGuiInputSource_Nav, // Stored in g.ActiveIdSource only
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ImGuiInputSource_COUNT
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ImGuiInputSource_COUNT
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};
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};
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@@ -1786,7 +1785,7 @@ struct ImGuiContext
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bool ActiveIdHasBeenEditedThisFrame;
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bool ActiveIdHasBeenEditedThisFrame;
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ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
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ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
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ImGuiWindow* ActiveIdWindow;
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ImGuiWindow* ActiveIdWindow;
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- ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard)
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+ ImGuiInputSource ActiveIdSource; // Activating source: ImGuiInputSource_Mouse OR ImGuiInputSource_Keyboard OR ImGuiInputSource_Gamepad
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int ActiveIdMouseButton;
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int ActiveIdMouseButton;
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ImGuiID ActiveIdPreviousFrame;
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ImGuiID ActiveIdPreviousFrame;
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bool ActiveIdPreviousFrameIsAlive;
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bool ActiveIdPreviousFrameIsAlive;
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@@ -1842,7 +1841,7 @@ struct ImGuiContext
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ImGuiKeyChord NavJustMovedToKeyMods;
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ImGuiKeyChord 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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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 CAN ONLY BE ImGuiInputSource_Keyboard or ImGuiInputSource_Mouse
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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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bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid
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bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid
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bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default)
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bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default)
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@@ -2080,7 +2079,7 @@ struct ImGuiContext
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NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;
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NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;
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NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None;
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NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None;
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NavJustMovedToKeyMods = ImGuiMod_None;
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NavJustMovedToKeyMods = ImGuiMod_None;
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- NavInputSource = ImGuiInputSource_None;
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+ NavInputSource = ImGuiInputSource_Keyboard;
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NavLayer = ImGuiNavLayer_Main;
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NavLayer = ImGuiNavLayer_Main;
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NavIdIsAlive = false;
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NavIdIsAlive = false;
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NavMousePosDirty = false;
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NavMousePosDirty = false;
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