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@@ -3265,9 +3265,11 @@ static void ImGui::NavUpdate()
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// Set mouse position given our knowledge of the navigated item position from last frame
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if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (g.IO.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
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{
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- IM_ASSERT(!g.NavDisableHighlight && g.NavDisableMouseHover);
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- g.IO.MousePos = g.IO.MousePosPrev = NavCalcPreferredRefPos();
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- g.IO.WantSetMousePos = true;
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+ if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
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+ {
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+ g.IO.MousePos = g.IO.MousePosPrev = NavCalcPreferredRefPos();
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+ g.IO.WantSetMousePos = true;
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+ }
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}
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g.NavMousePosDirty = false;
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}
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@@ -5114,16 +5116,19 @@ void ImGui::OpenPopupEx(ImGuiID id)
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}
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else
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{
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- // Close child popups if any
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- g.OpenPopupStack.resize(current_stack_size + 1);
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-
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// Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui
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// would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing
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// situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand.
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if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1)
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+ {
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g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount;
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+ }
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else
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+ {
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+ // Close child popups if any, then flag popup for open/reopen
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+ g.OpenPopupStack.resize(current_stack_size + 1);
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g.OpenPopupStack[current_stack_size] = popup_ref;
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+ }
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// When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow().
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// This is equivalent to what ClosePopupToLevel() does.
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@@ -9112,7 +9117,8 @@ static bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType d
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else if (delta != 0.0f)
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{
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clicked_t = SliderBehaviorCalcRatioFromValue<TYPE,FLOATTYPE>(data_type, *v, v_min, v_max, power, linear_zero_pos);
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- if (is_decimal || is_power)
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+ const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 0;
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+ if ((decimal_precision > 0) || is_power)
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{
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delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds
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if (IsNavInputDown(ImGuiNavInput_TweakSlow))
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