GUI: only use edit color when pat view is focused

This commit is contained in:
tildearrow 2022-05-04 20:56:26 -05:00
parent 44f1134875
commit 71cef797c6
3 changed files with 5 additions and 3 deletions

View file

@ -2569,6 +2569,7 @@ bool FurnaceGUI::loop() {
ImGui_ImplSDL2_NewFrame(sdlWin);
ImGui::NewFrame();
curWindowLast=curWindow;
curWindow=GUI_WINDOW_NOTHING;
editOptsVisible=false;
@ -3913,6 +3914,7 @@ FurnaceGUI::FurnaceGUI():
nonLatchNibble(false),
curWindow(GUI_WINDOW_NOTHING),
nextWindow(GUI_WINDOW_NOTHING),
curWindowLast(GUI_WINDOW_NOTHING),
nextDesc(NULL),
latchNote(-1),
latchIns(-2),

View file

@ -966,7 +966,7 @@ class FurnaceGUI {
SelectionPoint selStart, selEnd, cursor;
bool selecting, curNibble, orderNibble, followOrders, followPattern, changeAllOrders;
bool collapseWindow, demandScrollX, fancyPattern, wantPatName, firstFrame, tempoView, waveHex, lockLayout, editOptsVisible, latchNibble, nonLatchNibble;
FurnaceGUIWindows curWindow, nextWindow;
FurnaceGUIWindows curWindow, nextWindow, curWindowLast;
float peak[2];
float patChanX[DIV_MAX_CHANS+1];
float patChanSlideY[DIV_MAX_CHANS+1];

View file

@ -64,7 +64,7 @@ inline void FurnaceGUI::patternRow(int i, bool isPlaying, float lineHeight, int
}
// check overflow highlight
if (settings.overflowHighlight) {
if (edit && cursor.y==i) {
if (edit && cursor.y==i && curWindowLast==GUI_WINDOW_PATTERN) {
ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBg0,ImGui::GetColorU32(uiColors[GUI_COLOR_EDITING]));
} else if (isPlaying && oldRow==i && ord==e->getOrder()) {
ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBg0,ImGui::GetColorU32(uiColors[GUI_COLOR_PATTERN_PLAY_HEAD]));
@ -75,7 +75,7 @@ inline void FurnaceGUI::patternRow(int i, bool isPlaying, float lineHeight, int
}
} else {
isPushing=true;
if (edit && cursor.y==i) {
if (edit && cursor.y==i && curWindowLast==GUI_WINDOW_PATTERN) {
ImGui::PushStyleColor(ImGuiCol_Header,ImGui::GetColorU32(uiColors[GUI_COLOR_EDITING]));
} else if (isPlaying && oldRow==i && ord==e->getOrder()) {
ImGui::PushStyleColor(ImGuiCol_Header,ImGui::GetColorU32(uiColors[GUI_COLOR_PATTERN_PLAY_HEAD]));