Refactor: Moved Menu functions from imgui.cpp to imgui_widgets.cpp (#2036)

This commit is contained in:
omar 2018-08-30 14:58:55 +02:00
parent f26b8c1e07
commit 0e9577d0da
2 changed files with 347 additions and 349 deletions

349
imgui.cpp
View File

@ -1982,51 +1982,6 @@ void ImGuiTextBuffer::appendf(const char* fmt, ...)
va_end(args);
}
//-----------------------------------------------------------------------------
// ImGuiSimpleColumns (internal use only)
//-----------------------------------------------------------------------------
ImGuiMenuColumns::ImGuiMenuColumns()
{
Count = 0;
Spacing = Width = NextWidth = 0.0f;
memset(Pos, 0, sizeof(Pos));
memset(NextWidths, 0, sizeof(NextWidths));
}
void ImGuiMenuColumns::Update(int count, float spacing, bool clear)
{
IM_ASSERT(Count <= IM_ARRAYSIZE(Pos));
Count = count;
Width = NextWidth = 0.0f;
Spacing = spacing;
if (clear) memset(NextWidths, 0, sizeof(NextWidths));
for (int i = 0; i < Count; i++)
{
if (i > 0 && NextWidths[i] > 0.0f)
Width += Spacing;
Pos[i] = (float)(int)Width;
Width += NextWidths[i];
NextWidths[i] = 0.0f;
}
}
float ImGuiMenuColumns::DeclColumns(float w0, float w1, float w2) // not using va_arg because they promote float to double
{
NextWidth = 0.0f;
NextWidths[0] = ImMax(NextWidths[0], w0);
NextWidths[1] = ImMax(NextWidths[1], w1);
NextWidths[2] = ImMax(NextWidths[2], w2);
for (int i = 0; i < 3; i++)
NextWidth += NextWidths[i] + ((i > 0 && NextWidths[i] > 0.0f) ? Spacing : 0.0f);
return ImMax(Width, NextWidth);
}
float ImGuiMenuColumns::CalcExtraSpace(float avail_w)
{
return ImMax(0.0f, avail_w - Width);
}
//-----------------------------------------------------------------------------
// ImGuiListClipper
//-----------------------------------------------------------------------------
@ -10835,310 +10790,6 @@ bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags
return false;
}
bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
ImGuiStyle& style = g.Style;
ImVec2 pos = window->DC.CursorPos;
ImVec2 label_size = CalcTextSize(label, NULL, true);
ImGuiSelectableFlags flags = ImGuiSelectableFlags_PressedOnRelease | (enabled ? 0 : ImGuiSelectableFlags_Disabled);
bool pressed;
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
{
// Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful
// Note that in this situation we render neither the shortcut neither the selected tick mark
float w = label_size.x;
window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f);
PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f);
pressed = Selectable(label, false, flags, ImVec2(w, 0.0f));
PopStyleVar();
window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
}
else
{
ImVec2 shortcut_size = shortcut ? CalcTextSize(shortcut, NULL) : ImVec2(0.0f, 0.0f);
float w = window->MenuColumns.DeclColumns(label_size.x, shortcut_size.x, (float)(int)(g.FontSize * 1.20f)); // Feedback for next frame
float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);
pressed = Selectable(label, false, flags | ImGuiSelectableFlags_DrawFillAvailWidth, ImVec2(w, 0.0f));
if (shortcut_size.x > 0.0f)
{
PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
RenderText(pos + ImVec2(window->MenuColumns.Pos[1] + extra_w, 0.0f), shortcut, NULL, false);
PopStyleColor();
}
if (selected)
RenderCheckMark(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled), g.FontSize * 0.866f);
}
return pressed;
}
bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled)
{
if (MenuItem(label, shortcut, p_selected ? *p_selected : false, enabled))
{
if (p_selected)
*p_selected = !*p_selected;
return true;
}
return false;
}
// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set.
bool ImGui::BeginMainMenuBar()
{
ImGuiContext& g = *GImGui;
g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f));
SetNextWindowPos(ImVec2(0.0f, 0.0f));
SetNextWindowSize(ImVec2(g.IO.DisplaySize.x, g.NextWindowData.MenuBarOffsetMinVal.y + g.FontBaseSize + g.Style.FramePadding.y));
PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0,0));
ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar;
bool is_open = Begin("##MainMenuBar", NULL, window_flags) && BeginMenuBar();
PopStyleVar(2);
g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f);
if (!is_open)
{
End();
return false;
}
return true;
}
void ImGui::EndMainMenuBar()
{
EndMenuBar();
// When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window
ImGuiContext& g = *GImGui;
if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0)
FocusFrontMostActiveWindowIgnoringOne(g.NavWindow);
End();
}
bool ImGui::BeginMenuBar()
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
if (!(window->Flags & ImGuiWindowFlags_MenuBar))
return false;
IM_ASSERT(!window->DC.MenuBarAppending);
BeginGroup(); // Backup position on layer 0
PushID("##menubar");
// We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect.
// We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy.
ImRect bar_rect = window->MenuBarRect();
ImRect clip_rect(ImFloor(bar_rect.Min.x + 0.5f), ImFloor(bar_rect.Min.y + window->WindowBorderSize + 0.5f), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - window->WindowRounding) + 0.5f), ImFloor(bar_rect.Max.y + 0.5f));
clip_rect.ClipWith(window->OuterRectClipped);
PushClipRect(clip_rect.Min, clip_rect.Max, false);
window->DC.CursorPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y);
window->DC.LayoutType = ImGuiLayoutType_Horizontal;
window->DC.NavLayerCurrent++;
window->DC.NavLayerCurrentMask <<= 1;
window->DC.MenuBarAppending = true;
AlignTextToFramePadding();
return true;
}
void ImGui::EndMenuBar()
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return;
ImGuiContext& g = *GImGui;
// Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings.
if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
{
ImGuiWindow* nav_earliest_child = g.NavWindow;
while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu))
nav_earliest_child = nav_earliest_child->ParentWindow;
if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && g.NavMoveRequestForward == ImGuiNavForward_None)
{
// To do so we claim focus back, restore NavId and then process the movement request for yet another frame.
// This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth the hassle/cost)
IM_ASSERT(window->DC.NavLayerActiveMaskNext & 0x02); // Sanity check
FocusWindow(window);
SetNavIDWithRectRel(window->NavLastIds[1], 1, window->NavRectRel[1]);
g.NavLayer = 1;
g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection.
g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
NavMoveRequestCancel();
}
}
IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar);
IM_ASSERT(window->DC.MenuBarAppending);
PopClipRect();
PopID();
window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->MenuBarRect().Min.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos.
window->DC.GroupStack.back().AdvanceCursor = false;
EndGroup(); // Restore position on layer 0
window->DC.LayoutType = ImGuiLayoutType_Vertical;
window->DC.NavLayerCurrent--;
window->DC.NavLayerCurrentMask >>= 1;
window->DC.MenuBarAppending = false;
}
bool ImGui::BeginMenu(const char* label, bool enabled)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID(label);
ImVec2 label_size = CalcTextSize(label, NULL, true);
bool pressed;
bool menu_is_open = IsPopupOpen(id);
bool menuset_is_open = !(window->Flags & ImGuiWindowFlags_Popup) && (g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].OpenParentId == window->IDStack.back());
ImGuiWindow* backed_nav_window = g.NavWindow;
if (menuset_is_open)
g.NavWindow = window; // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent)
// The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu (using FindBestWindowPosForPopup).
ImVec2 popup_pos, pos = window->DC.CursorPos;
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
{
// Menu inside an horizontal menu bar
// Selectable extend their highlight by half ItemSpacing in each direction.
// For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin()
popup_pos = ImVec2(pos.x - window->WindowPadding.x, pos.y - style.FramePadding.y + window->MenuBarHeight());
window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f);
PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f);
float w = label_size.x;
pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
PopStyleVar();
window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
}
else
{
// Menu inside a menu
popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y);
float w = window->MenuColumns.DeclColumns(label_size.x, 0.0f, (float)(int)(g.FontSize * 1.20f)); // Feedback to next frame
float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);
pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
if (!enabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
RenderArrow(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), ImGuiDir_Right);
if (!enabled) PopStyleColor();
}
const bool hovered = enabled && ItemHoverable(window->DC.LastItemRect, id);
if (menuset_is_open)
g.NavWindow = backed_nav_window;
bool want_open = false, want_close = false;
if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu))
{
// Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive.
bool moving_within_opened_triangle = false;
if (g.HoveredWindow == window && g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].ParentWindow == window && !(window->Flags & ImGuiWindowFlags_MenuBar))
{
if (ImGuiWindow* next_window = g.OpenPopupStack[g.CurrentPopupStack.Size].Window)
{
ImRect next_window_rect = next_window->Rect();
ImVec2 ta = g.IO.MousePos - g.IO.MouseDelta;
ImVec2 tb = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR();
ImVec2 tc = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR();
float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, 5.0f, 30.0f); // add a bit of extra slack.
ta.x += (window->Pos.x < next_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues
tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -100.0f); // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale?
tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +100.0f);
moving_within_opened_triangle = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos);
//window->DrawList->PushClipRectFullScreen(); window->DrawList->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); window->DrawList->PopClipRect(); // Debug
}
}
want_close = (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_within_opened_triangle);
want_open = (!menu_is_open && hovered && !moving_within_opened_triangle) || (!menu_is_open && hovered && pressed);
if (g.NavActivateId == id)
{
want_close = menu_is_open;
want_open = !menu_is_open;
}
if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open
{
want_open = true;
NavMoveRequestCancel();
}
}
else
{
// Menu bar
if (menu_is_open && pressed && menuset_is_open) // Click an open menu again to close it
{
want_close = true;
want_open = menu_is_open = false;
}
else if (pressed || (hovered && menuset_is_open && !menu_is_open)) // First click to open, then hover to open others
{
want_open = true;
}
else if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open
{
want_open = true;
NavMoveRequestCancel();
}
}
if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }'
want_close = true;
if (want_close && IsPopupOpen(id))
ClosePopupToLevel(g.CurrentPopupStack.Size);
if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.CurrentPopupStack.Size)
{
// Don't recycle same menu level in the same frame, first close the other menu and yield for a frame.
OpenPopup(label);
return false;
}
menu_is_open |= want_open;
if (want_open)
OpenPopup(label);
if (menu_is_open)
{
// Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu)
SetNextWindowPos(popup_pos, ImGuiCond_Always);
ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus;
if (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu))
flags |= ImGuiWindowFlags_ChildWindow;
menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
}
return menu_is_open;
}
void ImGui::EndMenu()
{
// Nav: When a left move request _within our child menu_ failed, close the menu.
// A menu doesn't close itself because EndMenuBar() wants the catch the last Left<>Right inputs.
// However, it means that with the current code, a BeginMenu() from outside another menu or a menu-bar won't be closable with the Left direction.
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (g.NavWindow && g.NavWindow->ParentWindow == window && g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical)
{
ClosePopupToLevel(g.OpenPopupStack.Size - 1);
NavMoveRequestCancel();
}
EndPopup();
}
// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags)
{

View File

@ -1372,6 +1372,7 @@ bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(v
//-------------------------------------------------------------------------
// WIDGETS: Menus
// - ImGuiMenuColumns
// - BeginMainMenuBar()
// - EndMainMenuBar()
// - BeginMenuBar()
@ -1381,3 +1382,349 @@ bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(v
// - MenuItem()
//-------------------------------------------------------------------------
// Helpers for internal use
ImGuiMenuColumns::ImGuiMenuColumns()
{
Count = 0;
Spacing = Width = NextWidth = 0.0f;
memset(Pos, 0, sizeof(Pos));
memset(NextWidths, 0, sizeof(NextWidths));
}
void ImGuiMenuColumns::Update(int count, float spacing, bool clear)
{
IM_ASSERT(Count <= IM_ARRAYSIZE(Pos));
Count = count;
Width = NextWidth = 0.0f;
Spacing = spacing;
if (clear) memset(NextWidths, 0, sizeof(NextWidths));
for (int i = 0; i < Count; i++)
{
if (i > 0 && NextWidths[i] > 0.0f)
Width += Spacing;
Pos[i] = (float)(int)Width;
Width += NextWidths[i];
NextWidths[i] = 0.0f;
}
}
float ImGuiMenuColumns::DeclColumns(float w0, float w1, float w2) // not using va_arg because they promote float to double
{
NextWidth = 0.0f;
NextWidths[0] = ImMax(NextWidths[0], w0);
NextWidths[1] = ImMax(NextWidths[1], w1);
NextWidths[2] = ImMax(NextWidths[2], w2);
for (int i = 0; i < 3; i++)
NextWidth += NextWidths[i] + ((i > 0 && NextWidths[i] > 0.0f) ? Spacing : 0.0f);
return ImMax(Width, NextWidth);
}
float ImGuiMenuColumns::CalcExtraSpace(float avail_w)
{
return ImMax(0.0f, avail_w - Width);
}
// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set.
bool ImGui::BeginMainMenuBar()
{
ImGuiContext& g = *GImGui;
g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f));
SetNextWindowPos(ImVec2(0.0f, 0.0f));
SetNextWindowSize(ImVec2(g.IO.DisplaySize.x, g.NextWindowData.MenuBarOffsetMinVal.y + g.FontBaseSize + g.Style.FramePadding.y));
PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0,0));
ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar;
bool is_open = Begin("##MainMenuBar", NULL, window_flags) && BeginMenuBar();
PopStyleVar(2);
g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f);
if (!is_open)
{
End();
return false;
}
return true;
}
void ImGui::EndMainMenuBar()
{
EndMenuBar();
// When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window
ImGuiContext& g = *GImGui;
if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0)
FocusFrontMostActiveWindowIgnoringOne(g.NavWindow);
End();
}
bool ImGui::BeginMenuBar()
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
if (!(window->Flags & ImGuiWindowFlags_MenuBar))
return false;
IM_ASSERT(!window->DC.MenuBarAppending);
BeginGroup(); // Backup position on layer 0
PushID("##menubar");
// We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect.
// We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy.
ImRect bar_rect = window->MenuBarRect();
ImRect clip_rect(ImFloor(bar_rect.Min.x + 0.5f), ImFloor(bar_rect.Min.y + window->WindowBorderSize + 0.5f), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - window->WindowRounding) + 0.5f), ImFloor(bar_rect.Max.y + 0.5f));
clip_rect.ClipWith(window->OuterRectClipped);
PushClipRect(clip_rect.Min, clip_rect.Max, false);
window->DC.CursorPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y);
window->DC.LayoutType = ImGuiLayoutType_Horizontal;
window->DC.NavLayerCurrent++;
window->DC.NavLayerCurrentMask <<= 1;
window->DC.MenuBarAppending = true;
AlignTextToFramePadding();
return true;
}
void ImGui::EndMenuBar()
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return;
ImGuiContext& g = *GImGui;
// Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings.
if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
{
ImGuiWindow* nav_earliest_child = g.NavWindow;
while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu))
nav_earliest_child = nav_earliest_child->ParentWindow;
if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && g.NavMoveRequestForward == ImGuiNavForward_None)
{
// To do so we claim focus back, restore NavId and then process the movement request for yet another frame.
// This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth the hassle/cost)
IM_ASSERT(window->DC.NavLayerActiveMaskNext & 0x02); // Sanity check
FocusWindow(window);
SetNavIDWithRectRel(window->NavLastIds[1], 1, window->NavRectRel[1]);
g.NavLayer = 1;
g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection.
g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
NavMoveRequestCancel();
}
}
IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar);
IM_ASSERT(window->DC.MenuBarAppending);
PopClipRect();
PopID();
window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->MenuBarRect().Min.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos.
window->DC.GroupStack.back().AdvanceCursor = false;
EndGroup(); // Restore position on layer 0
window->DC.LayoutType = ImGuiLayoutType_Vertical;
window->DC.NavLayerCurrent--;
window->DC.NavLayerCurrentMask >>= 1;
window->DC.MenuBarAppending = false;
}
bool ImGui::BeginMenu(const char* label, bool enabled)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID(label);
ImVec2 label_size = CalcTextSize(label, NULL, true);
bool pressed;
bool menu_is_open = IsPopupOpen(id);
bool menuset_is_open = !(window->Flags & ImGuiWindowFlags_Popup) && (g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].OpenParentId == window->IDStack.back());
ImGuiWindow* backed_nav_window = g.NavWindow;
if (menuset_is_open)
g.NavWindow = window; // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent)
// The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu (using FindBestWindowPosForPopup).
ImVec2 popup_pos, pos = window->DC.CursorPos;
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
{
// Menu inside an horizontal menu bar
// Selectable extend their highlight by half ItemSpacing in each direction.
// For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin()
popup_pos = ImVec2(pos.x - window->WindowPadding.x, pos.y - style.FramePadding.y + window->MenuBarHeight());
window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f);
PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f);
float w = label_size.x;
pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
PopStyleVar();
window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
}
else
{
// Menu inside a menu
popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y);
float w = window->MenuColumns.DeclColumns(label_size.x, 0.0f, (float)(int)(g.FontSize * 1.20f)); // Feedback to next frame
float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);
pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
if (!enabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
RenderArrow(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), ImGuiDir_Right);
if (!enabled) PopStyleColor();
}
const bool hovered = enabled && ItemHoverable(window->DC.LastItemRect, id);
if (menuset_is_open)
g.NavWindow = backed_nav_window;
bool want_open = false, want_close = false;
if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu))
{
// Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive.
bool moving_within_opened_triangle = false;
if (g.HoveredWindow == window && g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].ParentWindow == window && !(window->Flags & ImGuiWindowFlags_MenuBar))
{
if (ImGuiWindow* next_window = g.OpenPopupStack[g.CurrentPopupStack.Size].Window)
{
ImRect next_window_rect = next_window->Rect();
ImVec2 ta = g.IO.MousePos - g.IO.MouseDelta;
ImVec2 tb = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR();
ImVec2 tc = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR();
float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, 5.0f, 30.0f); // add a bit of extra slack.
ta.x += (window->Pos.x < next_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues
tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -100.0f); // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale?
tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +100.0f);
moving_within_opened_triangle = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos);
//window->DrawList->PushClipRectFullScreen(); window->DrawList->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); window->DrawList->PopClipRect(); // Debug
}
}
want_close = (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_within_opened_triangle);
want_open = (!menu_is_open && hovered && !moving_within_opened_triangle) || (!menu_is_open && hovered && pressed);
if (g.NavActivateId == id)
{
want_close = menu_is_open;
want_open = !menu_is_open;
}
if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open
{
want_open = true;
NavMoveRequestCancel();
}
}
else
{
// Menu bar
if (menu_is_open && pressed && menuset_is_open) // Click an open menu again to close it
{
want_close = true;
want_open = menu_is_open = false;
}
else if (pressed || (hovered && menuset_is_open && !menu_is_open)) // First click to open, then hover to open others
{
want_open = true;
}
else if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open
{
want_open = true;
NavMoveRequestCancel();
}
}
if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }'
want_close = true;
if (want_close && IsPopupOpen(id))
ClosePopupToLevel(g.CurrentPopupStack.Size);
if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.CurrentPopupStack.Size)
{
// Don't recycle same menu level in the same frame, first close the other menu and yield for a frame.
OpenPopup(label);
return false;
}
menu_is_open |= want_open;
if (want_open)
OpenPopup(label);
if (menu_is_open)
{
// Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu)
SetNextWindowPos(popup_pos, ImGuiCond_Always);
ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus;
if (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu))
flags |= ImGuiWindowFlags_ChildWindow;
menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
}
return menu_is_open;
}
void ImGui::EndMenu()
{
// Nav: When a left move request _within our child menu_ failed, close the menu.
// A menu doesn't close itself because EndMenuBar() wants the catch the last Left<>Right inputs.
// However, it means that with the current code, a BeginMenu() from outside another menu or a menu-bar won't be closable with the Left direction.
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (g.NavWindow && g.NavWindow->ParentWindow == window && g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical)
{
ClosePopupToLevel(g.OpenPopupStack.Size - 1);
NavMoveRequestCancel();
}
EndPopup();
}
bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
ImGuiStyle& style = g.Style;
ImVec2 pos = window->DC.CursorPos;
ImVec2 label_size = CalcTextSize(label, NULL, true);
ImGuiSelectableFlags flags = ImGuiSelectableFlags_PressedOnRelease | (enabled ? 0 : ImGuiSelectableFlags_Disabled);
bool pressed;
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
{
// Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful
// Note that in this situation we render neither the shortcut neither the selected tick mark
float w = label_size.x;
window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f);
PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f);
pressed = Selectable(label, false, flags, ImVec2(w, 0.0f));
PopStyleVar();
window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
}
else
{
ImVec2 shortcut_size = shortcut ? CalcTextSize(shortcut, NULL) : ImVec2(0.0f, 0.0f);
float w = window->MenuColumns.DeclColumns(label_size.x, shortcut_size.x, (float)(int)(g.FontSize * 1.20f)); // Feedback for next frame
float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);
pressed = Selectable(label, false, flags | ImGuiSelectableFlags_DrawFillAvailWidth, ImVec2(w, 0.0f));
if (shortcut_size.x > 0.0f)
{
PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
RenderText(pos + ImVec2(window->MenuColumns.Pos[1] + extra_w, 0.0f), shortcut, NULL, false);
PopStyleColor();
}
if (selected)
RenderCheckMark(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled), g.FontSize * 0.866f);
}
return pressed;
}
bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled)
{
if (MenuItem(label, shortcut, p_selected ? *p_selected : false, enabled))
{
if (p_selected)
*p_selected = !*p_selected;
return true;
}
return false;
}