I have a custom binds menu I'm working on, and in another part of the loop, I'm listening for the player's input, and then setting the keybind, then trying to return the player back to the "configure binds" menu, with a call to nk_console_set_active_parent after refreshing the menu's contents, but it's getting an assertion failure, that the context isn't current. I just want to be able to set the menu we're in from outside of the render loop somehow.
It seems to remember what menu it's in between draw calls, so there must be some way to do this, right?
Seems to assert in nk_window_set_scroll, so maybe there could be some kind of check here to not try to do this if we're not currently in the draw loop?
If I ignore the assert, it seems to work perfectly fine, but I'm guessing that assert is there for a reason.
I have a custom binds menu I'm working on, and in another part of the loop, I'm listening for the player's input, and then setting the keybind, then trying to return the player back to the "configure binds" menu, with a call to nk_console_set_active_parent after refreshing the menu's contents, but it's getting an assertion failure, that the context isn't current. I just want to be able to set the menu we're in from outside of the render loop somehow.
It seems to remember what menu it's in between draw calls, so there must be some way to do this, right?
Seems to assert in nk_window_set_scroll, so maybe there could be some kind of check here to not try to do this if we're not currently in the draw loop?
If I ignore the assert, it seems to work perfectly fine, but I'm guessing that assert is there for a reason.