Set HoveredID even when g.NavDisableMouseHover is set by gamepad/keyboard navigation. This will facilitate the use of future InputOwner API based on HoveredID/ActiveID.

Note that this widen the small gap between polling g.HoveredID and using IsItemHovered() the later does various filtering.
Added IsItemHovered(ImGuiHoveredFlags_NoNavOverride) to disable that specific state redirect/filter.
Side-effect: fix EndGroup() use of combining HoveredId values when gamepad/keyboard nav is active. Unlikely to have user-visible side effect since IsItemHovered() would have filtered out anyway.
Side-effect: fix IsAnyItemHovered() when gamepad/keyboard is active (but this wasn't the primary intent of this change).
Side-effect: fix using SetItemUsingMouseWheel() while hovering an item and gamepad/keyboard is active. (#2891)
This commit is contained in:
ocornut
2022-02-17 18:39:03 +01:00
parent 421e73e6db
commit 29d462ebce
4 changed files with 10 additions and 5 deletions

View File

@ -3474,7 +3474,7 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (g.NavDisableMouseHover && !g.NavDisableHighlight)
if (g.NavDisableMouseHover && !g.NavDisableHighlight && !(flags & ImGuiHoveredFlags_NoNavOverride))
{
if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
return false;
@ -3535,8 +3535,6 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id)
return false;
if (!IsMouseHoveringRect(bb.Min, bb.Max))
return false;
if (g.NavDisableMouseHover)
return false;
if (!IsWindowContentHoverable(window, ImGuiHoveredFlags_None))
{
g.HoveredIdDisabled = true;
@ -3572,6 +3570,9 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id)
IM_DEBUG_BREAK();
}
if (g.NavDisableMouseHover)
return false;
return true;
}