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Nav: making io.NavActive more suitable for end-user detecting if they should pass inputs to game (#323)
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@ -2474,7 +2474,7 @@ static void NavUpdate()
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// Set output flags for user application
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g.IO.NavUsable = g.FocusedWindow && !(g.FocusedWindow->Flags & ImGuiWindowFlags_NoNavInputs);
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g.IO.NavActive = g.IO.NavUsable && g.NavId != 0 && !g.NavDisableHighlight;
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g.IO.NavActive = (g.IO.NavUsable && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL) || g.NavMoveRequest || g.NavInitDefaultRequest;
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// Process NavCancel input (to close a popup, get back to parent, clear focus)
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if (IsKeyPressedMap(ImGuiKey_NavCancel))
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@ -10598,6 +10598,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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ImGui::Text("ActiveId: 0x%08X/0x%08X, ActiveIdWindow: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
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ImGui::Text("NavId: 0x%08X, NavWindow: '%s'", g.NavId, g.NavWindow ? g.NavWindow->Name : "NULL");
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ImGui::Text("NavRefRectRel: (%.1f,%.1f)(%.1f,%.1f)", g.NavRefRectRel.Min.x, g.NavRefRectRel.Min.y, g.NavRefRectRel.Max.x, g.NavRefRectRel.Max.y);
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ImGui::Text("NavUsable: %d, NavActive: %d", g.IO.NavUsable, g.IO.NavActive);
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ImGui::Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
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ImGui::TreePop();
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}
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