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	Refactor: Moved Menu functions from imgui.cpp to imgui_widgets.cpp (#2036)
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							| @@ -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) | ||||
| { | ||||
|   | ||||
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