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Nav: Fixed hovering a Selectable() with the mouse so that it update the navigation cursor. Fixed c8b9b2c6
which was incorrect (#787)
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@ -60,8 +60,9 @@ Other Changes:
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- InputFloat,InputFloat2,InputFloat3,InputFloat4: Added variations taking a more flexible and consistent optional "const char* format" parameter instead of "int decimal_precision".
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This allow using custom formats to display values in scientific notation, and is generally more consistent with other API. Obsoleted functions using the optional "int decimal_precision" parameter. (#648)
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- DragFloat, DragInt: Cancel mouse tweak when current value is initially past the min/max boundaries and mouse is pushing in the same direction (keyboard/gamepad version already did this).
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- DragFloat, SliderFloat: Fixes to allow input of scientific notation numbers when using CTRL+Click to input the value. (~#648, #1011)
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- DragFloat, SliderFloat: Fixes to allow input of scientific notation numbers when using CTRL+Click to input the value. (~#648, #1011)
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- DragFloat, SliderFloat: Rounding-on-write uses the provided format string instead of parsing the precision from the string, which allows for finer uses of %e %g etc. (#648, #642)
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- Nav: Fixed hovering a Selectable() with the mouse so that it update the navigation cursor (as it happened in the pre 1.60 navigation branch). (#787)
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- Style: Changed default style.DisplaySafeAreaPadding values from (4,4) to (3,3) so it is smaller than FramePadding and has no effect on main menu bar on a computer. (#1439)
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- Misc: Added IMGUI_CHECKVERSION() macro to compare version string and data structure sizes in order to catch issues with mismatching compilation unit settings. (#1695, #1769)
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- Demo: Fixed Overlay: Added a context menu item to enable freely moving the window.
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@ -11013,8 +11013,8 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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selected = false;
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// Hovering selectable with mouse updates NavId accordingly so navigation can be resumed with gamepad/keyboard (this doesn't happen on most widgets)
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if (pressed || hovered)// && (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f))
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if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerActiveMask)
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if (pressed || hovered)
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if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent)
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{
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g.NavDisableHighlight = true;
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SetNavID(id, window->DC.NavLayerCurrent);
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