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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.
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@ -49,7 +49,7 @@ Other changes:
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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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- Nav: 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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- Debug Tools: Metrics: Fixed debug break in SetShortcutRouting() not handling ImGuiMod_Shortcut redirect.
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- Debug Tools: Debug Log: Added "Input Routing" logging.
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@ -1192,9 +1192,9 @@ typedef ImS64 ImGuiSelectionUserData;
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enum ImGuiNextItemDataFlags_
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{
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ImGuiNextItemDataFlags_None = 0,
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ImGuiNextItemDataFlags_HasWidth = 1 << 0,
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ImGuiNextItemDataFlags_HasOpen = 1 << 1,
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ImGuiNextItemDataFlags_None = 0,
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ImGuiNextItemDataFlags_HasWidth = 1 << 0,
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ImGuiNextItemDataFlags_HasOpen = 1 << 1,
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};
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struct ImGuiNextItemData
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@ -1202,10 +1202,10 @@ struct ImGuiNextItemData
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ImGuiNextItemDataFlags Flags;
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ImGuiItemFlags ItemFlags; // Currently only tested/used for ImGuiItemFlags_AllowOverlap.
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// Non-flags members are NOT cleared by ItemAdd() meaning they are still valid during NavProcessItem()
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float Width; // Set by SetNextItemWidth()
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ImGuiSelectionUserData SelectionUserData; // Set by SetNextItemSelectionUserData() (note that NULL/0 is a valid value, we use -1 == ImGuiSelectionUserData_Invalid to mark invalid values)
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ImGuiCond OpenCond;
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float Width; // Set by SetNextItemWidth()
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bool OpenVal; // Set by SetNextItemOpen()
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ImGuiCond OpenCond : 8;
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ImGuiNextItemData() { memset(this, 0, sizeof(*this)); SelectionUserData = -1; }
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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
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// Click position in scrollbar normalized space (0.0f->1.0f)
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const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v);
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SetHoveredID(id);
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bool seek_absolute = false;
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if (g.ActiveIdIsJustActivated)
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