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Comments, clarifying ClosePopupsOverWindow().
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@ -98,7 +98,7 @@ Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcas
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![screenshot demo](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png)
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![screenshot demo](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png)
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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:
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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:
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- [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).
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- [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).
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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)).
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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)).
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@ -126,7 +126,7 @@ Some of the goals for 2020 are:
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- Work on docking. (see [#2109](https://github.com/ocornut/imgui/issues/2109), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch)
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- Work on docking. (see [#2109](https://github.com/ocornut/imgui/issues/2109), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch)
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- 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)
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- 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)
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- Work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787))
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- Work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787))
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- Work on new Tables API (to replace Columns). (see [#2957](https://github.com/ocornut/imgui/issues/2957))
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- 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)
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- Work on automation and testing system, both to test the library and end-user apps. (see [#435](https://github.com/ocornut/imgui/issues/435))
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- Work on automation and testing system, both to test the library and end-user apps. (see [#435](https://github.com/ocornut/imgui/issues/435))
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- Make the examples look better, improve styles, improve font support, make the examples hi-DPI and multi-DPI aware.
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- Make the examples look better, improve styles, improve font support, make the examples hi-DPI and multi-DPI aware.
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@ -145,7 +145,7 @@ Custom engine
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### Support, Frequently Asked Questions (FAQ)
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### Support, Frequently Asked Questions (FAQ)
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Most common questions will be answered by the [Frequently Asked Questions (FAQ)](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) page.
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See: [Frequently Asked Questions (FAQ)](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) where common questions are answered.
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See: [Wiki](https://github.com/ocornut/imgui/wiki) for many links, references, articles.
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See: [Wiki](https://github.com/ocornut/imgui/wiki) for many links, references, articles.
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@ -161,7 +161,7 @@ Private support is available for paying business customers (E-mail: _contact @ d
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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.
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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.
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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.
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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.
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**Who uses Dear ImGui?**
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**Who uses Dear ImGui?**
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@ -220,7 +220,7 @@ Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT li
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Embeds [stb_textedit.h, stb_truetype.h, stb_rect_pack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
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Embeds [stb_textedit.h, stb_truetype.h, stb_rect_pack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
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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.
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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.
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License
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License
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-------
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-------
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24
imgui.cpp
24
imgui.cpp
@ -6098,7 +6098,7 @@ void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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ImGuiWindow* current_front_window = g.Windows.back();
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ImGuiWindow* current_front_window = g.Windows.back();
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if (current_front_window == window || current_front_window->RootWindow == window)
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if (current_front_window == window || current_front_window->RootWindow == window) // Cheap early out (could be better)
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return;
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return;
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for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window
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for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window
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if (g.Windows[i] == window)
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if (g.Windows[i] == window)
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@ -7696,13 +7696,14 @@ void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags)
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}
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}
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}
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}
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// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
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// This function closes any popups that are over 'ref_window'.
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void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup)
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void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup)
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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if (g.OpenPopupStack.Size == 0)
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if (g.OpenPopupStack.Size == 0)
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return;
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return;
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// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
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// Don't close our own child popup windows.
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// Don't close our own child popup windows.
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int popup_count_to_keep = 0;
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int popup_count_to_keep = 0;
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if (ref_window)
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if (ref_window)
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@ -7717,13 +7718,20 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to
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if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow)
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if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow)
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continue;
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continue;
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// Trim the stack when popups are not direct descendant of the reference window (the reference window is often the NavWindow)
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// Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow)
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bool popup_or_descendent_is_ref_window = false;
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// - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3:
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for (int m = popup_count_to_keep; m < g.OpenPopupStack.Size && !popup_or_descendent_is_ref_window; m++)
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// Window -> Popup1 -> Popup2 -> Popup3
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if (ImGuiWindow* popup_window = g.OpenPopupStack[m].Window)
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// - Each popups may contain child windows, which is why we compare ->RootWindow!
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// Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child
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bool ref_window_is_descendent_of_popup = false;
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for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++)
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if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window)
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if (popup_window->RootWindow == ref_window->RootWindow)
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if (popup_window->RootWindow == ref_window->RootWindow)
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popup_or_descendent_is_ref_window = true;
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{
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if (!popup_or_descendent_is_ref_window)
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ref_window_is_descendent_of_popup = true;
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break;
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}
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if (!ref_window_is_descendent_of_popup)
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break;
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break;
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}
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}
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}
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}
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@ -1127,10 +1127,10 @@ struct ImGuiContext
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ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow*
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ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow*
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int WindowsActiveCount; // Number of unique windows submitted by frame
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int WindowsActiveCount; // Number of unique windows submitted by frame
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ImGuiWindow* CurrentWindow; // Window being drawn into
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ImGuiWindow* CurrentWindow; // Window being drawn into
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ImGuiWindow* HoveredWindow; // Will catch mouse inputs
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ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs.
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ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only)
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ImGuiWindow* HoveredRootWindow; // == HoveredWindow ? HoveredWindow->RootWindow : NULL, merely a shortcut to avoid null test in some situation.
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ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set.
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ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set.
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ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow.
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ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow.
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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.
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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.
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ImVec2 WheelingWindowRefMousePos;
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ImVec2 WheelingWindowRefMousePos;
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float WheelingWindowTimer;
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float WheelingWindowTimer;
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@ -1632,7 +1632,7 @@ struct IMGUI_API ImGuiWindow
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ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer)
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ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer)
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ImDrawList DrawListInst;
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ImDrawList DrawListInst;
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ImGuiWindow* ParentWindow; // If we are a child _or_ popup window, this is pointing to our parent. Otherwise NULL.
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ImGuiWindow* ParentWindow; // If we are a child _or_ popup window, this is pointing to our parent. Otherwise NULL.
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ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window.
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ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window == Top-level window.
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ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active.
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ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active.
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ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag.
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ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag.
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