dep/imgui: Update to v1.90.1
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@ -555,15 +555,15 @@ bool ImGuiFullscreen::WantsToCloseMenu()
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// Wait for the Close button to be released, THEN pressed
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if (s_close_button_state == 0)
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{
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if (ImGui::IsNavInputTest(ImGuiNavInput_Cancel, ImGuiNavReadMode_Pressed))
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if (ImGui::IsKeyPressed(ImGuiKey_Escape, false))
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s_close_button_state = 1;
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}
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else if (s_close_button_state == 1)
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{
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if (ImGui::IsNavInputTest(ImGuiNavInput_Cancel, ImGuiNavReadMode_Released))
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{
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else if (ImGui::IsKeyPressed(ImGuiKey_NavGamepadCancel, false))
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s_close_button_state = 2;
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}
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}
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else if ((s_close_button_state == 1 && ImGui::IsKeyReleased(ImGuiKey_Escape)) ||
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(s_close_button_state == 2 && ImGui::IsKeyReleased(ImGuiKey_NavGamepadCancel)))
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{
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s_close_button_state = 3;
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}
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return s_close_button_state > 1;
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}
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@ -2631,9 +2631,10 @@ void ImGuiFullscreen::DrawNotifications(ImVec2& position, float spacing)
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ImDrawList* dl = ImGui::GetForegroundDrawList();
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dl->AddRectFilled(ImVec2(box_min.x + shadow_size, box_min.y + shadow_size),
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ImVec2(box_max.x + shadow_size, box_max.y + shadow_size),
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IM_COL32(20, 20, 20, (180 * opacity) / 255u), rounding, ImDrawCornerFlags_All);
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dl->AddRectFilled(box_min, box_max, background_color, rounding, ImDrawCornerFlags_All);
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dl->AddRect(box_min, box_max, border_color, rounding, ImDrawCornerFlags_All, ImGuiFullscreen::LayoutScale(1.0f));
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IM_COL32(20, 20, 20, (180 * opacity) / 255u), rounding, ImDrawFlags_RoundCornersAll);
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dl->AddRectFilled(box_min, box_max, background_color, rounding, ImDrawFlags_RoundCornersAll);
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dl->AddRect(box_min, box_max, border_color, rounding, ImDrawFlags_RoundCornersAll,
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ImGuiFullscreen::LayoutScale(1.0f));
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const ImVec2 badge_min(box_min.x + horizontal_padding, box_min.y + vertical_padding);
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const ImVec2 badge_max(badge_min.x + badge_size, badge_min.y + badge_size);
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