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Menus: Fixed gaps in closing logic. (#5614)
The _MenuBar test introduced in c2cb2a69
doesn't appear to be meaningful.
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@ -82,6 +82,8 @@ Other Changes:
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- Menus: Fixed incorrect sub-menu parent association when opening a menu by closing another.
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Among other things, it would accidentally break part of the closing heuristic logic when moving
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towards a sub-menu. (#2517, #5614). [@rokups]
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- Menus: Fixed gaps in closing logic which would make child-menu erroneously close when crossing
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the gap between a menu item inside a window and a child-menu in a secondary viewport. (#5614)
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- Nav: Fixed moving/resizing window with gamepad or keyboard when running at very high framerate.
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- Nav: Pressing Space/GamepadFaceDown on a repeating button uses the same repeating rate as a mouse hold.
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- Platform IME: [Windows] Removed call to ImmAssociateContextEx() leading to freeze on some setups.
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@ -7109,19 +7109,22 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
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bool moving_toward_child_menu = false;
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ImGuiPopupData* child_popup = (g.BeginPopupStack.Size < g.OpenPopupStack.Size) ? &g.OpenPopupStack[g.BeginPopupStack.Size] : NULL; // Popup candidate (testing below)
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ImGuiWindow* child_menu_window = (child_popup && child_popup->Window && child_popup->Window->ParentWindow == window) ? child_popup->Window : NULL;
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if (g.HoveredWindow == window && child_menu_window != NULL && !(window->Flags & ImGuiWindowFlags_MenuBar))
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if (g.HoveredWindow == window && child_menu_window != NULL)
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{
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float ref_unit = g.FontSize; // FIXME-DPI
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float child_dir = (window->Pos.x < child_menu_window->Pos.x) ? 1.0f : -1.0f;
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ImRect next_window_rect = child_menu_window->Rect();
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ImVec2 ta = (g.IO.MousePos - g.IO.MouseDelta);
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ImVec2 tb = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR();
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ImVec2 tc = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR();
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ImVec2 tb = (child_dir > 0.0f) ? next_window_rect.GetTL() : next_window_rect.GetTR();
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ImVec2 tc = (child_dir > 0.0f) ? next_window_rect.GetBL() : next_window_rect.GetBR();
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float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, ref_unit * 0.5f, ref_unit * 2.5f); // add a bit of extra slack.
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ta.x += (window->Pos.x < child_menu_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues (FIXME: ??)
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ta.x += child_dir * -0.5f;
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tb.x += child_dir * ref_unit;
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tc.x += child_dir * ref_unit;
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tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -ref_unit * 8.0f); // triangle has maximum height to limit the slope and the bias toward large sub-menus
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tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +ref_unit * 8.0f);
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moving_toward_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos);
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//GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_toward_other_child_menu ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG]
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//GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_toward_child_menu ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG]
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}
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// The 'HovereWindow == window' check creates an inconsistency (e.g. moving away from menu slowly tends to hit same window, whereas moving away fast does not)
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