Searched refs:NavId (Results 1 - 6 of 6) sorted by relevance
| /xsrc/external/mit/MesaLib.old/dist/src/imgui/ |
| H A D | imgui.cpp | 2461 if (id != g.NavId) 2617 g.NavId = id; 2668 g.NavId = id; 2791 if (g.NavId == id || g.NavAnyRequest) 3504 if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX) 4247 if (g.NavId == 0 || g.NavDisableHighlight || g.NavId != window->DC.LastItemId) 4272 return g.NavId != 0 && !g.NavDisableHighlight; 4413 RenderNavHighlight(ImRect(bb.Min - ImVec2(2,2), bb.Max + ImVec2(2,2)), g.NavId, ImGuiNavHighlightFlags_TypeThin); 5586 g.NavId [all...] |
| H A D | imgui_internal.h | 426 ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse. 445 ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place) 696 float DistBox; // Best candidate box distance to current NavId 697 float DistCenter; // Best candidate center distance to current NavId 821 ImGuiID NavId; // Focused item for navigation member in struct:ImGuiContext 822 ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem() 823 ImGuiID NavActivateDownId; // ~~ IsNavInputDown(ImGuiNavInput_Activate) ? NavId : 0 824 ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0 825 ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0 840 int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processin [all...] |
| H A D | imgui_widgets.cpp | 487 if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId)) 4843 if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Left && is_open) 4848 if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority? 5078 // Hovering selectable with mouse updates NavId accordingly so navigation can be resumed with gamepad/keyboard (this doesn't happen on most widgets) 5564 // To do so we claim focus back, restore NavId and then process the movement request for yet another frame. 5672 if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open 5690 else if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open
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| /xsrc/external/mit/MesaLib/dist/src/imgui/ |
| H A D | imgui.cpp | 2461 if (id != g.NavId) 2617 g.NavId = id; 2668 g.NavId = id; 2791 if (g.NavId == id || g.NavAnyRequest) 3504 if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX) 4247 if (g.NavId == 0 || g.NavDisableHighlight || g.NavId != window->DC.LastItemId) 4272 return g.NavId != 0 && !g.NavDisableHighlight; 4413 RenderNavHighlight(ImRect(bb.Min - ImVec2(2,2), bb.Max + ImVec2(2,2)), g.NavId, ImGuiNavHighlightFlags_TypeThin); 5586 g.NavId [all...] |
| H A D | imgui_internal.h | 426 ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse. 445 ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place) 696 float DistBox; // Best candidate box distance to current NavId 697 float DistCenter; // Best candidate center distance to current NavId 821 ImGuiID NavId; // Focused item for navigation member in struct:ImGuiContext 822 ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem() 823 ImGuiID NavActivateDownId; // ~~ IsNavInputDown(ImGuiNavInput_Activate) ? NavId : 0 824 ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0 825 ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0 840 int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processin [all...] |
| H A D | imgui_widgets.cpp | 487 if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId)) 4843 if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Left && is_open) 4848 if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority? 5078 // Hovering selectable with mouse updates NavId accordingly so navigation can be resumed with gamepad/keyboard (this doesn't happen on most widgets) 5564 // To do so we claim focus back, restore NavId and then process the movement request for yet another frame. 5672 if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open 5690 else if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open
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