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@ -2347,6 +2347,7 @@ int ImGui::GetFrameCount()
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static void SetNavId(ImGuiID id)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(g.NavWindow);
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g.NavId = id;
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if (g.NavLayer == 0)
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g.NavWindow->NavLastId = g.NavId;
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@ -9503,7 +9504,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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selected = false;
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// Hovering selectable with mouse updates NavId accordingly so navigation can be resumed with gamepad/keyboard (this doesn't happen on most widgets)
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if (hovered && !g.NavDisableMouseHover && (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f))
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if (hovered && !g.NavDisableMouseHover && g.NavWindow == window && (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f))
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{
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g.NavDisableHighlight = true;
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SetNavId(id);
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@ -9756,7 +9757,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
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bool menuset_is_open = !(window->Flags & ImGuiWindowFlags_Popup) && (g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].ParentMenuSet == window->GetID("##menus"));
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ImGuiWindow* backed_nav_window = g.NavWindow;
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if (menuset_is_open)
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g.NavWindow = window;
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g.NavWindow = window; // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent)
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ImVec2 popup_pos, pos = window->DC.CursorPos;
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if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
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