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Nav: marking NavId as hovered in ButtonBehavior() doesn't check for ActiveId.
Aimed at allowing activating another item with a shortcut without losing NavId. Initial logic fromc2cb2a69
, with minor amendsdb5f1b79c
,cea78cc57
.
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@ -47,6 +47,8 @@ Breaking changes:
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Other changes:
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Other changes:
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- Nav: keyboard/gamepad activation mark widgets as held to give better visual feedback.
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- Nav: keyboard/gamepad activation mark widgets as held to give better visual feedback.
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- Nav: tweak to logic marking navigated item as hovered when using keyboard, allowing
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the hover highlight to stay even while another item is activated.
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- Fixed SetKeyboardFocusHere() not working when current nav focus is in different scope,
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- Fixed SetKeyboardFocusHere() not working when current nav focus is in different scope,
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regression from 1.90.1 related to code scoping Tab presses to local scope. (#7226) [@bratpilz]
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regression from 1.90.1 related to code scoping Tab presses to local scope. (#7226) [@bratpilz]
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- Debug Tools: Metrics: Fixed debug break in SetShortcutRouting() not handling ImGuiMod_Shortcut redirect.
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- Debug Tools: Metrics: Fixed debug break in SetShortcutRouting() not handling ImGuiMod_Shortcut redirect.
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@ -599,7 +599,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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// Gamepad/Keyboard navigation
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// Gamepad/Keyboard navigation
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// We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse.
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// We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse.
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if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId))
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if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover)
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if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus))
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if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus))
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hovered = true;
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hovered = true;
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if (g.NavActivateDownId == id)
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if (g.NavActivateDownId == id)
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