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Nav: More consistently drawing a (thin) navigation rectangle hover filled frames such as tree nodes, collapsing header, menus. (#787)
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@ -3878,7 +3878,7 @@ void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFl
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ImGuiContext& g = *GImGui;
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if (id != g.NavId)
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return;
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if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysRender))
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if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw))
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return;
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ImGuiWindow* window = ImGui::GetCurrentWindow();
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@ -7204,6 +7204,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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{
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// Framed type
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RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);
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RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin);
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RenderCollapseTriangle(bb.Min + ImVec2(padding.x, text_base_offset_y), is_open, 1.0f);
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if (g.LogEnabled)
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{
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@ -7223,8 +7224,10 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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{
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// Unframed typed for tree nodes
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if (hovered || (flags & ImGuiTreeNodeFlags_Selected))
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{
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RenderFrame(bb.Min, bb.Max, col, false);
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RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin);
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}
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if (flags & ImGuiTreeNodeFlags_Bullet)
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RenderBullet(bb.Min + ImVec2(text_offset_x * 0.5f, g.FontSize*0.50f + text_base_offset_y));
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else if (!(flags & ImGuiTreeNodeFlags_Leaf))
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@ -9914,6 +9917,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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{
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const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
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RenderFrame(bb_with_spacing.Min, bb_with_spacing.Max, col, false, 0.0f);
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RenderNavHighlight(bb_with_spacing, id, ImGuiNavHighlightFlags_TypeThin);
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}
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if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsCount > 1)
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@ -255,7 +255,7 @@ enum ImGuiNavHighlightFlags_
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{
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ImGuiNavHighlightFlags_TypeDefault = 1 << 0,
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ImGuiNavHighlightFlags_TypeThin = 1 << 1,
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ImGuiNavHighlightFlags_AlwaysRender = 1 << 2
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ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2
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};
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enum ImGuiCorner
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