Comments, clarifying ClosePopupsOverWindow().

This commit is contained in:
omar 2020-08-10 22:05:26 +02:00
parent a4dd4d60b4
commit 214dd68ec1
3 changed files with 25 additions and 17 deletions

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@ -98,7 +98,7 @@ Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcas
![screenshot demo](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png) ![screenshot demo](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png)
You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let us know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here: You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let us know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:
- [imgui-demo-binaries-20190715.zip](http://www.dearimgui.org/binaries/imgui-demo-binaries-20200412.zip) (Windows binaries, 1.76, built 2020/04/12, master branch) or [older demo binaries](http://www.dearimgui.org/binaries). - [imgui-demo-binaries-20200412.zip](http://www.dearimgui.org/binaries/imgui-demo-binaries-20200412.zip) (Windows, 1.76, built 2020/04/12, master branch) or [older demo binaries](http://www.dearimgui.org/binaries).
The demo applications are not DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at different scale, and scale your style with `style.ScaleAllSizes()` (see [FAQ](https://www.dearimgui.org/faq)). The demo applications are not DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at different scale, and scale your style with `style.ScaleAllSizes()` (see [FAQ](https://www.dearimgui.org/faq)).
@ -126,7 +126,7 @@ Some of the goals for 2020 are:
- Work on docking. (see [#2109](https://github.com/ocornut/imgui/issues/2109), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch) - Work on docking. (see [#2109](https://github.com/ocornut/imgui/issues/2109), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch)
- Work on multiple viewports / multiple OS windows. (see [#1542](https://github.com/ocornut/imgui/issues/1542), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch looking for feedback) - Work on multiple viewports / multiple OS windows. (see [#1542](https://github.com/ocornut/imgui/issues/1542), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch looking for feedback)
- Work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787)) - Work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787))
- Work on new Tables API (to replace Columns). (see [#2957](https://github.com/ocornut/imgui/issues/2957)) - Work on new Tables API (to replace Columns). (see [#2957](https://github.com/ocornut/imgui/issues/2957), in public [tables](https://github.com/ocornut/imgui/tree/tables) branch looking for feedback)
- Work on automation and testing system, both to test the library and end-user apps. (see [#435](https://github.com/ocornut/imgui/issues/435)) - Work on automation and testing system, both to test the library and end-user apps. (see [#435](https://github.com/ocornut/imgui/issues/435))
- Make the examples look better, improve styles, improve font support, make the examples hi-DPI and multi-DPI aware. - Make the examples look better, improve styles, improve font support, make the examples hi-DPI and multi-DPI aware.
@ -145,7 +145,7 @@ Custom engine
### Support, Frequently Asked Questions (FAQ) ### Support, Frequently Asked Questions (FAQ)
Most common questions will be answered by the [Frequently Asked Questions (FAQ)](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) page. See: [Frequently Asked Questions (FAQ)](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) where common questions are answered.
See: [Wiki](https://github.com/ocornut/imgui/wiki) for many links, references, articles. See: [Wiki](https://github.com/ocornut/imgui/wiki) for many links, references, articles.
@ -161,7 +161,7 @@ Private support is available for paying business customers (E-mail: _contact @ d
We occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported. We occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported.
You may also peak at the [Multi-Viewport](https://github.com/ocornut/imgui/issues/1542) and [Docking](https://github.com/ocornut/imgui/issues/2109) features in the `docking` branch. Many projects are using this branch and it is kept in sync with master regularly. Advanced users may want to use the `docking` branch with [Multi-Viewport](https://github.com/ocornut/imgui/issues/1542) and [Docking](https://github.com/ocornut/imgui/issues/2109) features. This branch is kept in sync with master regularly.
**Who uses Dear ImGui?** **Who uses Dear ImGui?**
@ -220,7 +220,7 @@ Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT li
Embeds [stb_textedit.h, stb_truetype.h, stb_rect_pack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain). Embeds [stb_textedit.h, stb_truetype.h, stb_rect_pack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub. Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Also thank you to everyone posting feedback, questions and patches on GitHub.
License License
------- -------

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@ -6098,7 +6098,7 @@ void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
ImGuiWindow* current_front_window = g.Windows.back(); ImGuiWindow* current_front_window = g.Windows.back();
if (current_front_window == window || current_front_window->RootWindow == window) if (current_front_window == window || current_front_window->RootWindow == window) // Cheap early out (could be better)
return; return;
for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window
if (g.Windows[i] == window) if (g.Windows[i] == window)
@ -7696,13 +7696,14 @@ void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags)
} }
} }
// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
// This function closes any popups that are over 'ref_window'.
void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup) void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
if (g.OpenPopupStack.Size == 0) if (g.OpenPopupStack.Size == 0)
return; return;
// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
// Don't close our own child popup windows. // Don't close our own child popup windows.
int popup_count_to_keep = 0; int popup_count_to_keep = 0;
if (ref_window) if (ref_window)
@ -7717,13 +7718,20 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to
if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow) if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow)
continue; continue;
// Trim the stack when popups are not direct descendant of the reference window (the reference window is often the NavWindow) // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow)
bool popup_or_descendent_is_ref_window = false; // - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3:
for (int m = popup_count_to_keep; m < g.OpenPopupStack.Size && !popup_or_descendent_is_ref_window; m++) // Window -> Popup1 -> Popup2 -> Popup3
if (ImGuiWindow* popup_window = g.OpenPopupStack[m].Window) // - Each popups may contain child windows, which is why we compare ->RootWindow!
// Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child
bool ref_window_is_descendent_of_popup = false;
for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++)
if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window)
if (popup_window->RootWindow == ref_window->RootWindow) if (popup_window->RootWindow == ref_window->RootWindow)
popup_or_descendent_is_ref_window = true; {
if (!popup_or_descendent_is_ref_window) ref_window_is_descendent_of_popup = true;
break;
}
if (!ref_window_is_descendent_of_popup)
break; break;
} }
} }

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@ -1127,10 +1127,10 @@ struct ImGuiContext
ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow* ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow*
int WindowsActiveCount; // Number of unique windows submitted by frame int WindowsActiveCount; // Number of unique windows submitted by frame
ImGuiWindow* CurrentWindow; // Window being drawn into ImGuiWindow* CurrentWindow; // Window being drawn into
ImGuiWindow* HoveredWindow; // Will catch mouse inputs ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs.
ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only) ImGuiWindow* HoveredRootWindow; // == HoveredWindow ? HoveredWindow->RootWindow : NULL, merely a shortcut to avoid null test in some situation.
ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set. ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set.
ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow. ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow.
ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window. ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window.
ImVec2 WheelingWindowRefMousePos; ImVec2 WheelingWindowRefMousePos;
float WheelingWindowTimer; float WheelingWindowTimer;
@ -1632,7 +1632,7 @@ struct IMGUI_API ImGuiWindow
ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer) ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer)
ImDrawList DrawListInst; ImDrawList DrawListInst;
ImGuiWindow* ParentWindow; // If we are a child _or_ popup window, this is pointing to our parent. Otherwise NULL. ImGuiWindow* ParentWindow; // If we are a child _or_ popup window, this is pointing to our parent. Otherwise NULL.
ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window. ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window == Top-level window.
ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active. ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active.
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.