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Nav, Popups: fixed context menu activation with gamepad erroneously testing for _NavEnableKeyboard instead of _NavEnableGamepad. (#9454)
cc: #8803, #9270
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@@ -74,6 +74,9 @@ Other Changes:
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calling ClearFonts() during rendering.
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- Fixed an issue where passing a manually created ImFontAtlas to CreateContext() would
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incorrectly destroy it in DestroyContext() when ref-count gets back to zero. (#9426)
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- Nav:
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- Fixed context menu activation with gamepad erroneously testing for _NavEnableKeyboard
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instead of _NavEnableGamepad. (#9454, #8803, #9270) [@Clownacy]
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- DrawList:
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- Minor optimization to `AddLine()`, `AddLineH()`, `AddLineV()` functions. (#4091)
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- Added `ImDrawListFlags_TextNoPixelSnap` to disable snapping of AddText()
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@@ -14356,7 +14356,7 @@ static void ImGui::NavUpdateContextMenuRequest()
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ImGuiContext& g = *GImGui;
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g.NavOpenContextMenuItemId = g.NavOpenContextMenuWindowId = 0;
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const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
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const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
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const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0;
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if ((!nav_keyboard_active && !nav_gamepad_active) || g.NavWindow == NULL)
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return;
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