Scrollbar() doesn't forcefully mark itself as hovered when held.

Weirdly as old as when dinosaurs roamed earth, aka first commit (per-1.0).
+ Minor alignment in both sense of the term :) Reduce padding in ImGuiNextItemData.
This commit is contained in:
ocornut 2024-01-17 15:45:20 +01:00
parent d431d85839
commit 33fabdf392
3 changed files with 6 additions and 7 deletions

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@ -49,7 +49,7 @@ Other changes:
- Nav: keyboard/gamepad activation mark widgets as held to give better visual feedback. - Nav: keyboard/gamepad activation mark widgets as held to give better visual feedback.
- Nav: tweak to logic marking navigated item as hovered when using keyboard, allowing - Nav: tweak to logic marking navigated item as hovered when using keyboard, allowing
the hover highlight to stay even while another item is activated. the hover highlight to stay even while another item is activated.
- Fixed SetKeyboardFocusHere() not working when current nav focus is in different scope, - Nav: Fixed SetKeyboardFocusHere() not working when current nav focus is in different scope,
regression from 1.90.1 related to code scoping Tab presses to local scope. (#7226) [@bratpilz] regression from 1.90.1 related to code scoping Tab presses to local scope. (#7226) [@bratpilz]
- Debug Tools: Metrics: Fixed debug break in SetShortcutRouting() not handling ImGuiMod_Shortcut redirect. - Debug Tools: Metrics: Fixed debug break in SetShortcutRouting() not handling ImGuiMod_Shortcut redirect.
- Debug Tools: Debug Log: Added "Input Routing" logging. - Debug Tools: Debug Log: Added "Input Routing" logging.

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@ -1202,10 +1202,10 @@ struct ImGuiNextItemData
ImGuiNextItemDataFlags Flags; ImGuiNextItemDataFlags Flags;
ImGuiItemFlags ItemFlags; // Currently only tested/used for ImGuiItemFlags_AllowOverlap. ImGuiItemFlags ItemFlags; // Currently only tested/used for ImGuiItemFlags_AllowOverlap.
// Non-flags members are NOT cleared by ItemAdd() meaning they are still valid during NavProcessItem() // Non-flags members are NOT cleared by ItemAdd() meaning they are still valid during NavProcessItem()
float Width; // Set by SetNextItemWidth()
ImGuiSelectionUserData SelectionUserData; // Set by SetNextItemSelectionUserData() (note that NULL/0 is a valid value, we use -1 == ImGuiSelectionUserData_Invalid to mark invalid values) ImGuiSelectionUserData SelectionUserData; // Set by SetNextItemSelectionUserData() (note that NULL/0 is a valid value, we use -1 == ImGuiSelectionUserData_Invalid to mark invalid values)
ImGuiCond OpenCond; float Width; // Set by SetNextItemWidth()
bool OpenVal; // Set by SetNextItemOpen() bool OpenVal; // Set by SetNextItemOpen()
ImGuiCond OpenCond : 8;
ImGuiNextItemData() { memset(this, 0, sizeof(*this)); SelectionUserData = -1; } ImGuiNextItemData() { memset(this, 0, sizeof(*this)); SelectionUserData = -1; }
inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; ItemFlags = ImGuiItemFlags_None; } // Also cleared manually by ItemAdd()! inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; ItemFlags = ImGuiItemFlags_None; } // Also cleared manually by ItemAdd()!

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@ -968,7 +968,6 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6
// Click position in scrollbar normalized space (0.0f->1.0f) // Click position in scrollbar normalized space (0.0f->1.0f)
const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v); const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v);
SetHoveredID(id);
bool seek_absolute = false; bool seek_absolute = false;
if (g.ActiveIdIsJustActivated) if (g.ActiveIdIsJustActivated)