Searched refs:NavId (Results 1 - 6 of 6) sorted by relevance

/xsrc/external/mit/MesaLib.old/dist/src/imgui/
H A Dimgui.cpp2461 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 Dimgui_internal.h426 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
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H A Dimgui_widgets.cpp487 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
/xsrc/external/mit/MesaLib/dist/src/imgui/
H A Dimgui.cpp2461 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 Dimgui_internal.h426 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 Dimgui_widgets.cpp487 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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