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	Nav: Update hovered logic, so IsItemHovered and ButtonBehavior are more consistent with each other. The known case this fixes is nav focusing on a color button, tooltip appears, mouse move: previously tooltip would stay up. (#787)
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		| @@ -2367,7 +2367,7 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) | ||||
| { | ||||
|     ImGuiContext& g = *GImGui; | ||||
|     ImGuiWindow* window = g.CurrentWindow; | ||||
|     if (g.NavDisableMouseHover) | ||||
|     if (g.NavDisableMouseHover && !g.NavDisableHighlight) | ||||
|         return IsItemFocused(); | ||||
|  | ||||
|     // Test for bounding box overlap, as updated as ItemAdd() | ||||
| @@ -7331,7 +7331,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool | ||||
|  | ||||
|     // Gamepad/Keyboard navigation | ||||
|     // We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse. | ||||
|     if (g.NavId == id && !g.NavDisableHighlight && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId)) | ||||
|     if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId)) | ||||
|         hovered = true; | ||||
|  | ||||
|     if (g.NavActivateDownId == id) | ||||
|   | ||||
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