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Fexty12573
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Thanks for the PR! Looks good overall, just 2 minor nitpicks.
Also the build failing looks like some nuget/vcpkg issue so whatever. I assume you already built and tested this locally.
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I'm glad I can help and yes it builds for me locally. I ran into another issue while testing, though. I think it has to do with the previous logic sometimes deciding to completely skip mouse updates. Occasionally when opening a menu like the map or selecting a location for an expedition, if the mouse update was being skipped, you couldn't trigger the gamepad cursor (left stick) either. I reworked the mouse handling to never fully skip an update and instead use a flag in |
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I added to the comment about the GUI flag. Also, for the sake of completeness, I was using this for testing. diff --git a/SharpPluginLoader.Core/Rendering/Renderer.cs b/SharpPluginLoader.Core/Rendering/Renderer.cs
index 48d608e..ca63d1e 100644
--- a/SharpPluginLoader.Core/Rendering/Renderer.cs
+++ b/SharpPluginLoader.Core/Rendering/Renderer.cs
@@ -427,6 +427,17 @@ namespace SharpPluginLoader.Core.Rendering
}
}
+ ImGui.Text($"lastUpdateHadFocus: {_lastUpdateHadFocus}");
+ ImGui.Text($"lastUpdateHadKeyboard: {_lastUpdateHadKeyboard}");
+ if (_waitForRelease == null)
+ {
+ ImGui.Text("waitForRelease: None");
+ }
+ else
+ {
+ ImGui.Text($"waitForRelease: {(Key)_waitForRelease}");
+ }
+
foreach (var plugin in PluginManager.Instance.GetPlugins(pluginData => pluginData.OnImGuiRender))
{
if (plugin.PluginData.ImGuiWrappedInTreeNode)
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Fexty12573
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Awesome, thanks for your work!
The main things I'm trying to address:
Then some less significant workarounds for:
io.WantCaptureKeyboard.I tried to simplify the workarounds as much as I could but they're overall still a bit hacky.
Also, I added an option to enable keyboard navigation. I think
io.ConfigNavEscapeClearFocusWindowcould work pretty well here too but it's not in this version of ImGui.