2016-07-24 |
Navigation: Renamed ImGuiKey_NavWindowing to ImGuiKey_NavMenu (#323)
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on 24 Jul 2016
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Navigation: Can nav-out but not nav-in a window with ImGuiWindowFlags_NoNav flag (#323)
ocornut
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on 24 Jul 2016
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Navigation: comments + moving init block of code above in NavUpdate(), should have no side-effect (committed to simplify next commit) (#323)
ocornut
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on 24 Jul 2016
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Navigation: can't manually focus out of a modal window with controller (#323)
ocornut
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on 24 Jul 2016
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Fixed display of TitleBgActive color on window before a Modal window + modal window availability for navigation (#323)
ocornut
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on 24 Jul 2016
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Navigation: Renaming, shortened some unnecessary long fields names (#323)
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on 24 Jul 2016
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Navigation: Moving NavInitWindow() around and making it static (#323)
ocornut
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on 24 Jul 2016
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2016-07-23 |
Navigation: Allow to navigate out of text input with direction or NavCancel (#323)
ocornut
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on 23 Jul 2016
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Navigation: Collapsed window uses ImGuiCol_TitleBgActive when navigation is active (#323)
ocornut
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on 23 Jul 2016
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Navigation: Scoring: Improved directional navigation. Not totally cancelling out dx. Better support for zero-spaced items. (#323)
ocornut
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on 23 Jul 2016
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Navigation: mouse/popup position gets clamped within visible display (#323)
ocornut
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on 23 Jul 2016
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Navigation: Scoring uses rectangle as clipped by parent. Fix selectable extending past parent column among other things (#323)
ocornut
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on 23 Jul 2016
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Navigation: Fixed automatic fallback scrolling from glitching near scroll limits because of miscalculation of SizeContents (#323)
ocornut
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on 23 Jul 2016
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Navigation: Fixed using NavWindowed when a menu is open. (#323)
ocornut
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on 23 Jul 2016
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Fixed tooltip positioning issues when using navigation (#323)
ocornut
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on 23 Jul 2016
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2016-07-19 |
Gamepad/Keyboard navigation support, initial commit, WIP (#323)
ocornut
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on 19 Jul 2016
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Updated code for repeat delay / repeat handling. GetKeyPressedAmount() now returns a count to support fast repeat rate (where DeltaTime > RepeatRate).
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ocornut
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on 19 Jul 2016
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2016-07-18 |
Added IsAnyWindowFocused(). Renamed IsMouseHoveringAnyWindow() -> IsAnyWindowHovered(), IsPosHoveringAnyWindow() -> IsAnyWindowHoveredAtPos(), IsMouseHoveringWindow() -> IsWindowHoveredRect() for consistency. Kept inline rediection function.
ocornut
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on 18 Jul 2016
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Comment on invalid comment regarding preserving keyboard focus of a closed window, due to commit
19d02be . This is probably still what we want. (followup #727)
ocornut
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on 18 Jul 2016
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DragBehavior: Moving code around, in what should be a no-op, to simplify upcoming Nav diff (#323, #180)
ocornut
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on 18 Jul 2016
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Fixed SetScrollX() handling of center ratio (which actually wasn't exposed publicly). (#323, #246)
ocornut
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on 18 Jul 2016
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BeginChild(): tweak to make the code easier to understand
ocornut
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on 18 Jul 2016
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Style: minor tweak to default color theme to make currently focused window more prominent (#323, #707)
ocornut
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on 18 Jul 2016
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Tab-key focusing inhibited when CTRL is held (#323)
ocornut
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on 18 Jul 2016
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NewFrame(): update activeid data and keyboard before mouse. Should have no side-effects! (So that later we can update Nav between Keyboard and Mouse) (#323)
ocornut
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on 18 Jul 2016
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ImGuiIO: initializing fields in the same order as the declaration.
ocornut
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on 18 Jul 2016
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InputText: don't process keys during the activation frame (this is mostly a workaround to that activation with enter doesn't validate immediately, which is turns triggers an assert in InputScalarAsWidgetReplacement - can't see an issue with changing it this way so trying out) + using local flag clear_active_id to only clear the active id at the end of the frame, which is one of the step that my stash for #701 requires. (#323)
ocornut
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on 18 Jul 2016
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SliderBehavior, RoundScalar: split into separate functions for usage in upcoming nav commits. Testing power==1.0f without fabsf(). Maybe just use == 1.0f as well? (#323)
ocornut
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on 18 Jul 2016
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Popup: Fixed popup initial frame reading MousePos again instead of the value already stored within the CurrentPopupStack in the previous frame. Doesn't make a big difference here, but will do as gamepad/keyboard navigation will set its own popup position. (#323)
ocornut
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on 18 Jul 2016
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Minor bits.
ocornut
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on 18 Jul 2016
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