diff --git a/CHANGELOG.txt b/CHANGELOG.txt index d34423398..4554d69de 100644 --- a/CHANGELOG.txt +++ b/CHANGELOG.txt @@ -60,8 +60,9 @@ Other Changes: - InputFloat,InputFloat2,InputFloat3,InputFloat4: Added variations taking a more flexible and consistent optional "const char* format" parameter instead of "int decimal_precision". This allow using custom formats to display values in scientific notation, and is generally more consistent with other API. Obsoleted functions using the optional "int decimal_precision" parameter. (#648) - DragFloat, DragInt: Cancel mouse tweak when current value is initially past the min/max boundaries and mouse is pushing in the same direction (keyboard/gamepad version already did this). -- DragFloat, SliderFloat: Fixes to allow input of scientific notation numbers when using CTRL+Click to input the value. (~#648, #1011) +- DragFloat, SliderFloat: Fixes to allow input of scientific notation numbers when using CTRL+Click to input the value. (~#648, #1011) - DragFloat, SliderFloat: Rounding-on-write uses the provided format string instead of parsing the precision from the string, which allows for finer uses of %e %g etc. (#648, #642) +- Nav: Fixed hovering a Selectable() with the mouse so that it update the navigation cursor (as it happened in the pre 1.60 navigation branch). (#787) - Style: Changed default style.DisplaySafeAreaPadding values from (4,4) to (3,3) so it is smaller than FramePadding and has no effect on main menu bar on a computer. (#1439) - Misc: Added IMGUI_CHECKVERSION() macro to compare version string and data structure sizes in order to catch issues with mismatching compilation unit settings. (#1695, #1769) - Demo: Fixed Overlay: Added a context menu item to enable freely moving the window. diff --git a/imgui.cpp b/imgui.cpp index 2db402586..d44c7b5d3 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -11013,8 +11013,8 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl selected = false; // Hovering selectable with mouse updates NavId accordingly so navigation can be resumed with gamepad/keyboard (this doesn't happen on most widgets) - if (pressed || hovered)// && (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f)) - if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerActiveMask) + if (pressed || hovered) + if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) { g.NavDisableHighlight = true; SetNavID(id, window->DC.NavLayerCurrent);