Internals: (Breaking) changed g.NavDisableHighlight to g.NavCursorVisible : same logic but inverted value. (#1074, #2048, #7237, #8059, #1712, #7370, #787)

This commit is contained in:
ocornut
2024-10-18 18:49:43 +02:00
parent 7a56b41124
commit 23b655f8e3
4 changed files with 26 additions and 25 deletions
+2 -1
View File
@@ -2144,7 +2144,8 @@ struct ImGuiContext
ImGuiSelectionUserData NavLastValidSelectionUserData; // Last valid data passed to SetNextItemSelectionUser(), or -1. For current window. Not reset when focusing an item that doesn't have selection data.
bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid
bool NavMousePosDirty; // When set we will update mouse position if io.ConfigNavMoveSetMousePos is set (not enabled by default)
bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover)
bool NavCursorVisible; // Nav focus rectangle is visible? We hide it after a mouse click. We show it after a nav move.
//bool NavDisableHighlight; // Before 1.91.4 (2024/10/18) we used g.NavDisableHighlight. g.NavCursorVisible is the new variable name, with opposite value (g.NavDisableHighlight = !g.NavCursorVisible)
bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again.
// Navigation: Init & Move Requests