Преглед на файлове

Internals: comment out obsolete g.ActiveIdUsingNavInputMask obsoleted two years ago. (#4921, #4858, #787, #1599, #323)

Use SetKeyOwner(ImGuiKey_Escape, g.ActiveId); instead. Amend 8b8a61bd
ocornut преди 1 година
родител
ревизия
55f54fa512
променени са 2 файла, в които са добавени 2 реда и са изтрити 27 реда
  1. 0 20
      imgui.cpp
  2. 2 7
      imgui_internal.h

+ 0 - 20
imgui.cpp

@@ -4040,9 +4040,6 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
     // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet)
     g.ActiveIdUsingNavDirMask = 0x00;
     g.ActiveIdUsingAllKeyboardKeys = false;
-#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
-    g.ActiveIdUsingNavInputMask = 0x00;
-#endif
 }
 
 void ImGui::ClearActiveID()
@@ -4806,24 +4803,7 @@ void ImGui::NewFrame()
     {
         g.ActiveIdUsingNavDirMask = 0x00;
         g.ActiveIdUsingAllKeyboardKeys = false;
-#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
-        g.ActiveIdUsingNavInputMask = 0x00;
-#endif
-    }
-
-#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
-    if (g.ActiveId == 0)
-        g.ActiveIdUsingNavInputMask = 0;
-    else if (g.ActiveIdUsingNavInputMask != 0)
-    {
-        // If your custom widget code used:                 { g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); }
-        // Since IMGUI_VERSION_NUM >= 18804 it should be:   { SetKeyOwner(ImGuiKey_Escape, g.ActiveId); SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId); }
-        if (g.ActiveIdUsingNavInputMask & (1 << ImGuiNavInput_Cancel))
-            SetKeyOwner(ImGuiKey_Escape, g.ActiveId);
-        if (g.ActiveIdUsingNavInputMask & ~(1 << ImGuiNavInput_Cancel))
-            IM_ASSERT(0); // Other values unsupported
     }
-#endif
 
     // Record when we have been stationary as this state is preserved while over same item.
     // FIXME: The way this is expressed means user cannot alter HoverStationaryDelay during the frame to use varying values.

+ 2 - 7
imgui_internal.h

@@ -2081,9 +2081,7 @@ struct ImGuiContext
     ImU32                   ActiveIdUsingNavDirMask;            // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it)
     bool                    ActiveIdUsingAllKeyboardKeys;       // Active widget will want to read all keyboard keys inputs. (this is a shortcut for not taking ownership of 100+ keys, frequently used by drag operations)
     ImGuiKeyChord           DebugBreakInShortcutRouting;        // Set to break in SetShortcutRouting()/Shortcut() calls.
-#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
-    ImU32                   ActiveIdUsingNavInputMask;          // If you used this. Since (IMGUI_VERSION_NUM >= 18804) : 'g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);' becomes 'SetKeyOwner(ImGuiKey_Escape, g.ActiveId) and/or SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId);'
-#endif
+    //ImU32                 ActiveIdUsingNavInputMask;          // [OBSOLETE] Since (IMGUI_VERSION_NUM >= 18804) : 'g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);' becomes --> 'SetKeyOwner(ImGuiKey_Escape, g.ActiveId) and/or SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId);'
 
     // Next window/item data
     ImGuiID                 CurrentFocusScopeId;                // Value for currently appending items == g.FocusScopeStack.back(). Not to be mistaken with g.NavFocusScopeId.
@@ -2395,9 +2393,6 @@ struct ImGuiContext
 
         ActiveIdUsingNavDirMask = 0x00;
         ActiveIdUsingAllKeyboardKeys = false;
-#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
-        ActiveIdUsingNavInputMask = 0x00;
-#endif
 
         CurrentFocusScopeId = 0;
         CurrentItemFlags = ImGuiItemFlags_None;
@@ -3196,7 +3191,7 @@ namespace ImGui
 //#endif
 
     // Basic Accessors
-    inline ImGuiItemStatusFlags GetItemStatusFlags(){ ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; }
+    inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; }
     inline ImGuiItemFlags   GetItemFlags()  { ImGuiContext& g = *GImGui; return g.LastItemData.InFlags; }
     inline ImGuiID          GetActiveID()   { ImGuiContext& g = *GImGui; return g.ActiveId; }
     inline ImGuiID          GetFocusID()    { ImGuiContext& g = *GImGui; return g.NavId; }