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Nav, Docs: consistently use "keyboard/gamepad" instead of sometimes "gamepad/keyboard".
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@@ -623,7 +623,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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g.NavCursorVisible = false;
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}
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// Gamepad/Keyboard handling
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// Keyboard/Gamepad navigation handling
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// We report navigated and navigation-activated items as hovered but we don't set g.HoveredId to not interfere with mouse.
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if (g.NavId == id && g.NavCursorVisible && g.NavHighlightItemUnderNav)
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if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus))
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@@ -3049,14 +3049,14 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ
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const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0;
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if (decimal_precision > 0)
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{
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input_delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds
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input_delta /= 100.0f; // Keyboard/Gamepad tweak speeds in % of slider bounds
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if (tweak_slow)
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input_delta /= 10.0f;
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}
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else
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{
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if ((v_range_f >= -100.0f && v_range_f <= 100.0f && v_range_f != 0.0f) || tweak_slow)
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input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / v_range_f; // Gamepad/keyboard tweak speeds in integer steps
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input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / v_range_f; // Keyboard/Gamepad tweak speeds in integer steps
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else
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input_delta /= 100.0f;
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}
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@@ -6995,7 +6995,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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selected = pressed = true;
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}
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// Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with gamepad/keyboard
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// Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with keyboard/gamepad
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if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover)))
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{
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if (!g.NavHighlightItemUnderNav && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent)
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