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ButtonBehavior: Fixed an edge case where changing widget type/behavior while active and using same id could lead to an assert. (#6304)
+ Demo: use BeginDisabled() block in BackendFlags section. I'd still consider this undefined behavior as some combination may not work properly, but let's fix things while we can as we encounter them.
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@ -56,6 +56,8 @@ Other changes:
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horizontal mouse-wheel (or Shift + WheelY). (#2702)
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- Rendering: Using adaptative tesselation for: RadioButton, ColorEdit preview circles,
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Windows Close and Collapse Buttons.
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- ButtonBehavior: Fixed an edge case where changing widget type/behavior while active
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and using same id could lead to an assert. (#6304)
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- Misc: Fixed ImVec2 operator[] violating aliasing rules causing issue with Intel C++
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compiler. (#6272) [@BayesBug]
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- IO: Input queue trickling adjustment for touch screens. (#2702, #4921)
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2
imgui.h
2
imgui.h
@ -23,7 +23,7 @@
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// Library Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345')
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#define IMGUI_VERSION "1.89.5 WIP"
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#define IMGUI_VERSION_NUM 18948
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#define IMGUI_VERSION_NUM 18949
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#define IMGUI_HAS_TABLE
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/*
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@ -483,13 +483,13 @@ void ImGui::ShowDemoWindow(bool* p_open)
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"Those flags are set by the backends (imgui_impl_xxx files) to specify their capabilities.\n"
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"Here we expose them as read-only fields to avoid breaking interactions with your backend.");
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// Make a local copy to avoid modifying actual backend flags.
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// FIXME: We don't use BeginDisabled() to keep label bright, maybe we need a BeginReadonly() equivalent..
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ImGuiBackendFlags backend_flags = io.BackendFlags;
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ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", &backend_flags, ImGuiBackendFlags_HasGamepad);
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ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &backend_flags, ImGuiBackendFlags_HasMouseCursors);
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ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", &backend_flags, ImGuiBackendFlags_HasSetMousePos);
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ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &backend_flags, ImGuiBackendFlags_RendererHasVtxOffset);
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// FIXME: Maybe we need a BeginReadonly() equivalent to keep label bright?
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ImGui::BeginDisabled();
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ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", &io.BackendFlags, ImGuiBackendFlags_HasGamepad);
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ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors);
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ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", &io.BackendFlags, ImGuiBackendFlags_HasSetMousePos);
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ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &io.BackendFlags, ImGuiBackendFlags_RendererHasVtxOffset);
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ImGui::EndDisabled();
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ImGui::TreePop();
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ImGui::Spacing();
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}
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@ -638,7 +638,12 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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g.ActiveIdClickOffset = g.IO.MousePos - bb.Min;
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const int mouse_button = g.ActiveIdMouseButton;
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if (IsMouseDown(mouse_button, test_owner_id))
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if (mouse_button == -1)
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{
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// Fallback for the rare situation were g.ActiveId was set programmatically or from another widget (e.g. #6304).
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ClearActiveID();
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}
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else if (IsMouseDown(mouse_button, test_owner_id))
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{
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held = true;
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}
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