Internals: Nav: Added ImGuiNavLayer_ to clarify semantic of previously integer NavLayer values, and not pretend that increment/decrement operators on them super flexible. + Storage tweaks.

This commit is contained in:
omar 2018-12-04 14:30:11 +01:00
parent b58bd5b311
commit 125e62491e
3 changed files with 51 additions and 44 deletions

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@ -2493,7 +2493,7 @@ void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
IM_ASSERT(id != 0); IM_ASSERT(id != 0);
// Assume that SetFocusID() is called in the context where its NavLayer is the current layer, which is the case everywhere we call it. // Assume that SetFocusID() is called in the context where its NavLayer is the current layer, which is the case everywhere we call it.
const int nav_layer = window->DC.NavLayerCurrent; const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
if (g.NavWindow != window) if (g.NavWindow != window)
g.NavInitRequest = false; g.NavInitRequest = false;
g.NavId = id; g.NavId = id;
@ -4210,14 +4210,14 @@ static void CheckStacksSize(ImGuiWindow* window, bool write)
{ {
// NOT checking: DC.ItemWidth, DC.AllowKeyboardFocus, DC.ButtonRepeat, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin) // NOT checking: DC.ItemWidth, DC.AllowKeyboardFocus, DC.ButtonRepeat, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
int* p_backup = &window->DC.StackSizesBackup[0]; short* p_backup = &window->DC.StackSizesBackup[0];
{ int current = window->IDStack.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup == current && "PushID/PopID or TreeNode/TreePop Mismatch!"); p_backup++; } // Too few or too many PopID()/TreePop() { int current = window->IDStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "PushID/PopID or TreeNode/TreePop Mismatch!"); p_backup++; } // Too few or too many PopID()/TreePop()
{ int current = window->DC.GroupStack.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup == current && "BeginGroup/EndGroup Mismatch!"); p_backup++; } // Too few or too many EndGroup() { int current = window->DC.GroupStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "BeginGroup/EndGroup Mismatch!"); p_backup++; } // Too few or too many EndGroup()
{ int current = g.CurrentPopupStack.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup == current && "BeginMenu/EndMenu or BeginPopup/EndPopup Mismatch"); p_backup++;}// Too few or too many EndMenu()/EndPopup() { int current = g.CurrentPopupStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "BeginMenu/EndMenu or BeginPopup/EndPopup Mismatch"); p_backup++;}// Too few or too many EndMenu()/EndPopup()
// For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them. // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them.
{ int current = g.ColorModifiers.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup >= current && "PushStyleColor/PopStyleColor Mismatch!"); p_backup++; } // Too few or too many PopStyleColor() { int current = g.ColorModifiers.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushStyleColor/PopStyleColor Mismatch!"); p_backup++; } // Too few or too many PopStyleColor()
{ int current = g.StyleModifiers.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup >= current && "PushStyleVar/PopStyleVar Mismatch!"); p_backup++; } // Too few or too many PopStyleVar() { int current = g.StyleModifiers.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushStyleVar/PopStyleVar Mismatch!"); p_backup++; } // Too few or too many PopStyleVar()
{ int current = g.FontStack.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup >= current && "PushFont/PopFont Mismatch!"); p_backup++; } // Too few or too many PopFont() { int current = g.FontStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushFont/PopFont Mismatch!"); p_backup++; } // Too few or too many PopFont()
IM_ASSERT(p_backup == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup)); IM_ASSERT(p_backup == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup));
} }
@ -4695,7 +4695,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->Active = true; window->Active = true;
window->BeginOrderWithinParent = 0; window->BeginOrderWithinParent = 0;
window->BeginOrderWithinContext = g.WindowsActiveCount++; window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++);
window->BeginCount = 0; window->BeginCount = 0;
window->ClipRect = ImVec4(-FLT_MAX,-FLT_MAX,+FLT_MAX,+FLT_MAX); window->ClipRect = ImVec4(-FLT_MAX,-FLT_MAX,+FLT_MAX,+FLT_MAX);
window->LastFrameActive = current_frame; window->LastFrameActive = current_frame;
@ -4817,7 +4817,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Position child window // Position child window
if (flags & ImGuiWindowFlags_ChildWindow) if (flags & ImGuiWindowFlags_ChildWindow)
{ {
window->BeginOrderWithinParent = parent_window->DC.ChildWindows.Size; window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size;
parent_window->DC.ChildWindows.push_back(window); parent_window->DC.ChildWindows.push_back(window);
if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip) if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip)
window->Pos = parent_window->DC.CursorPos; window->Pos = parent_window->DC.CursorPos;
@ -5018,7 +5018,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->DC.CurrentLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); window->DC.CurrentLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f);
window->DC.CurrentLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; window->DC.CurrentLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
window->DC.NavHideHighlightOneFrame = false; window->DC.NavHideHighlightOneFrame = false;
window->DC.NavHasScroll = (GetScrollMaxY() > 0.0f); window->DC.NavHasScroll = (GetWindowScrollMaxY(window) > 0.0f);
window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext; window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext;
window->DC.NavLayerActiveMaskNext = 0x00; window->DC.NavLayerActiveMaskNext = 0x00;
window->DC.MenuBarAppending = false; window->DC.MenuBarAppending = false;
@ -5063,8 +5063,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Close & collapse button are on layer 1 (same as menus) and don't default focus // Close & collapse button are on layer 1 (same as menus) and don't default focus
const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags;
window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
window->DC.NavLayerCurrent++; window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
window->DC.NavLayerCurrentMask <<= 1; window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu);
// Collapse button // Collapse button
if (!(flags & ImGuiWindowFlags_NoCollapse)) if (!(flags & ImGuiWindowFlags_NoCollapse))
@ -5080,8 +5080,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
*p_open = false; *p_open = false;
} }
window->DC.NavLayerCurrent--; window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
window->DC.NavLayerCurrentMask >>= 1; window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
window->DC.ItemFlags = item_flags_backup; window->DC.ItemFlags = item_flags_backup;
// Title text (FIXME: refactor text alignment facilities along with RenderText helpers, this is too much code for what it does.) // Title text (FIXME: refactor text alignment facilities along with RenderText helpers, this is too much code for what it does.)
@ -5263,7 +5263,7 @@ void ImGui::FocusWindow(ImGuiWindow* window)
g.NavInitRequest = false; g.NavInitRequest = false;
g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
g.NavIdIsAlive = false; g.NavIdIsAlive = false;
g.NavLayer = 0; g.NavLayer = ImGuiNavLayer_Main;
//printf("[%05d] FocusWindow(\"%s\")\n", g.FrameCount, window ? window->Name : NULL); //printf("[%05d] FocusWindow(\"%s\")\n", g.FrameCount, window ? window->Name : NULL);
} }
@ -7062,7 +7062,7 @@ static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window)
return window->NavLastChildNavWindow ? window->NavLastChildNavWindow : window; return window->NavLastChildNavWindow ? window->NavLastChildNavWindow : window;
} }
static void NavRestoreLayer(int layer) static void NavRestoreLayer(ImGuiNavLayer layer)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
g.NavLayer = layer; g.NavLayer = layer;
@ -7319,7 +7319,7 @@ static void ImGui::NavUpdate()
else if (g.NavLayer != 0) else if (g.NavLayer != 0)
{ {
// Leave the "menu" layer // Leave the "menu" layer
NavRestoreLayer(0); NavRestoreLayer(ImGuiNavLayer_Main);
} }
else else
{ {
@ -7701,8 +7701,8 @@ static void ImGui::NavUpdateWindowing()
NavInitWindow(apply_focus_window, false); NavInitWindow(apply_focus_window, false);
// If the window only has a menu layer, select it directly // If the window only has a menu layer, select it directly
if (apply_focus_window->DC.NavLayerActiveMask == (1 << 1)) if (apply_focus_window->DC.NavLayerActiveMask == (1 << ImGuiNavLayer_Menu))
g.NavLayer = 1; g.NavLayer = ImGuiNavLayer_Menu;
} }
if (apply_focus_window) if (apply_focus_window)
g.NavWindowingTarget = NULL; g.NavWindowingTarget = NULL;
@ -7722,7 +7722,7 @@ static void ImGui::NavUpdateWindowing()
} }
g.NavDisableHighlight = false; g.NavDisableHighlight = false;
g.NavDisableMouseHover = true; g.NavDisableMouseHover = true;
NavRestoreLayer((g.NavWindow->DC.NavLayerActiveMask & (1 << 1)) ? (g.NavLayer ^ 1) : 0); NavRestoreLayer((g.NavWindow->DC.NavLayerActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main);
} }
} }

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@ -241,12 +241,12 @@ struct IMGUI_API ImPool
// Types // Types
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// 1D vector (this odd construct is used to facilitate the transition between 1D and 2D and maintenance of some patches) // 1D vector (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches)
struct ImVec1 struct ImVec1
{ {
float x; float x;
ImVec1() { x = 0.0f; } ImVec1() { x = 0.0f; }
ImVec1(float _x) { x = _x; } ImVec1(float _x) { x = _x; }
}; };
enum ImGuiButtonFlags_ enum ImGuiButtonFlags_
@ -392,6 +392,13 @@ enum ImGuiNavForward
ImGuiNavForward_ForwardActive ImGuiNavForward_ForwardActive
}; };
enum ImGuiNavLayer
{
ImGuiNavLayer_Main = 0, // Main scrolling layer
ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt/ImGuiNavInput_Menu)
ImGuiNavLayer_COUNT
};
enum ImGuiPopupPositionPolicy enum ImGuiPopupPositionPolicy
{ {
ImGuiPopupPositionPolicy_Default, ImGuiPopupPositionPolicy_Default,
@ -741,7 +748,7 @@ struct ImGuiContext
float NavWindowingTimer; float NavWindowingTimer;
float NavWindowingHighlightAlpha; float NavWindowingHighlightAlpha;
bool NavWindowingToggleLayer; bool NavWindowingToggleLayer;
int NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later. ImGuiNavLayer NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later.
int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing
bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRefRectRel is valid bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRefRectRel is valid
bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default) bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default)
@ -872,7 +879,7 @@ struct ImGuiContext
NavWindowingTarget = NavWindowingTargetAnim = NavWindowingList = NULL; NavWindowingTarget = NavWindowingTargetAnim = NavWindowingList = NULL;
NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;
NavWindowingToggleLayer = false; NavWindowingToggleLayer = false;
NavLayer = 0; NavLayer = ImGuiNavLayer_Main;
NavIdTabCounter = INT_MAX; NavIdTabCounter = INT_MAX;
NavIdIsAlive = false; NavIdIsAlive = false;
NavMousePosDirty = false; NavMousePosDirty = false;
@ -961,12 +968,12 @@ struct IMGUI_API ImGuiWindowTempData
ImGuiItemStatusFlags LastItemStatusFlags; ImGuiItemStatusFlags LastItemStatusFlags;
ImRect LastItemRect; // Interaction rect ImRect LastItemRect; // Interaction rect
ImRect LastItemDisplayRect; // End-user display rect (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ImRect LastItemDisplayRect; // End-user display rect (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect)
bool NavHideHighlightOneFrame; ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1)
bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f)
int NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1)
int NavLayerCurrentMask; // = (1 << NavLayerCurrent) used by ItemAdd prior to clipping. int NavLayerCurrentMask; // = (1 << NavLayerCurrent) used by ItemAdd prior to clipping.
int NavLayerActiveMask; // Which layer have been written to (result from previous frame) int NavLayerActiveMask; // Which layer have been written to (result from previous frame)
int NavLayerActiveMaskNext; // Which layer have been written to (buffer for current frame) int NavLayerActiveMaskNext; // Which layer have been written to (buffer for current frame)
bool NavHideHighlightOneFrame;
bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f)
bool MenuBarAppending; // FIXME: Remove this bool MenuBarAppending; // FIXME: Remove this
ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs. ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs.
ImVector<ImGuiWindow*> ChildWindows; ImVector<ImGuiWindow*> ChildWindows;
@ -982,7 +989,7 @@ struct IMGUI_API ImGuiWindowTempData
ImVector<float> ItemWidthStack; ImVector<float> ItemWidthStack;
ImVector<float> TextWrapPosStack; ImVector<float> TextWrapPosStack;
ImVector<ImGuiGroupData>GroupStack; ImVector<ImGuiGroupData>GroupStack;
int StackSizesBackup[6]; // Store size of various stacks for asserting short StackSizesBackup[6]; // Store size of various stacks for asserting
ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.) ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
ImVec1 GroupOffset; ImVec1 GroupOffset;
@ -1000,11 +1007,11 @@ struct IMGUI_API ImGuiWindowTempData
LastItemId = 0; LastItemId = 0;
LastItemStatusFlags = 0; LastItemStatusFlags = 0;
LastItemRect = LastItemDisplayRect = ImRect(); LastItemRect = LastItemDisplayRect = ImRect();
NavLayerActiveMask = NavLayerActiveMaskNext = 0x00;
NavLayerCurrent = ImGuiNavLayer_Main;
NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
NavHideHighlightOneFrame = false; NavHideHighlightOneFrame = false;
NavHasScroll = false; NavHasScroll = false;
NavLayerActiveMask = NavLayerActiveMaskNext = 0x00;
NavLayerCurrent = 0;
NavLayerCurrentMask = 1 << 0;
MenuBarAppending = false; MenuBarAppending = false;
MenuBarOffset = ImVec2(0.0f, 0.0f); MenuBarOffset = ImVec2(0.0f, 0.0f);
StateStorage = NULL; StateStorage = NULL;
@ -1052,9 +1059,9 @@ struct IMGUI_API ImGuiWindow
bool Appearing; // Set during the frame where the window is appearing (or re-appearing) bool Appearing; // Set during the frame where the window is appearing (or re-appearing)
bool Hidden; // Do not display (== (HiddenFramesForResize > 0) || bool Hidden; // Do not display (== (HiddenFramesForResize > 0) ||
bool HasCloseButton; // Set when the window has a close button (p_open != NULL) bool HasCloseButton; // Set when the window has a close button (p_open != NULL)
int BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
int BeginOrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0. short BeginOrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0.
int BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues. short BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues.
ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
int AutoFitFramesX, AutoFitFramesY; int AutoFitFramesX, AutoFitFramesY;
bool AutoFitOnlyGrows; bool AutoFitOnlyGrows;
@ -1090,8 +1097,8 @@ struct IMGUI_API ImGuiWindow
ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag. ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag.
ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.) ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.)
ImGuiID NavLastIds[2]; // Last known NavId for this window, per layer (0/1) ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1)
ImRect NavRectRel[2]; // Reference rectangle, in window relative space ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space
// Navigation / Focus // Navigation / Focus
// FIXME-NAV: Merge all this with the new Nav system, at least the request variables should be moved to ImGuiContext // FIXME-NAV: Merge all this with the new Nav system, at least the request variables should be moved to ImGuiContext

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@ -5493,8 +5493,8 @@ bool ImGui::BeginMenuBar()
window->DC.CursorPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y); 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.LayoutType = ImGuiLayoutType_Horizontal;
window->DC.NavLayerCurrent++; window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
window->DC.NavLayerCurrentMask <<= 1; window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu);
window->DC.MenuBarAppending = true; window->DC.MenuBarAppending = true;
AlignTextToFramePadding(); AlignTextToFramePadding();
return true; return true;
@ -5520,7 +5520,7 @@ void ImGui::EndMenuBar()
IM_ASSERT(window->DC.NavLayerActiveMaskNext & 0x02); // Sanity check IM_ASSERT(window->DC.NavLayerActiveMaskNext & 0x02); // Sanity check
FocusWindow(window); FocusWindow(window);
SetNavIDWithRectRel(window->NavLastIds[1], 1, window->NavRectRel[1]); SetNavIDWithRectRel(window->NavLastIds[1], 1, window->NavRectRel[1]);
g.NavLayer = 1; g.NavLayer = ImGuiNavLayer_Menu;
g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection. g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection.
g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
NavMoveRequestCancel(); NavMoveRequestCancel();
@ -5535,8 +5535,8 @@ void ImGui::EndMenuBar()
window->DC.GroupStack.back().AdvanceCursor = false; window->DC.GroupStack.back().AdvanceCursor = false;
EndGroup(); // Restore position on layer 0 EndGroup(); // Restore position on layer 0
window->DC.LayoutType = ImGuiLayoutType_Vertical; window->DC.LayoutType = ImGuiLayoutType_Vertical;
window->DC.NavLayerCurrent--; window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
window->DC.NavLayerCurrentMask >>= 1; window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
window->DC.MenuBarAppending = false; window->DC.MenuBarAppending = false;
} }