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Tidying up BeginMenu() code + comments.
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@ -7034,7 +7034,8 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to
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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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bool popup_or_descendent_is_ref_window = false;
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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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if (g.OpenPopupStack[m].Window && g.OpenPopupStack[m].Window->RootWindow == ref_window->RootWindow)
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if (ImGuiWindow* popup_window = g.OpenPopupStack[m].Window)
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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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if (!popup_or_descendent_is_ref_window)
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break;
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@ -5947,31 +5947,36 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
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if (menuset_is_open)
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g.NavWindow = backed_nav_window;
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bool want_open = false, want_close = false;
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bool want_open = false;
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bool want_close = false;
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if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu))
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{
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// Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu
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// Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive.
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bool moving_within_opened_triangle = false;
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if (g.HoveredWindow == window && g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].SourceWindow == window && !(window->Flags & ImGuiWindowFlags_MenuBar))
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{
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if (ImGuiWindow* next_window = g.OpenPopupStack[g.BeginPopupStack.Size].Window)
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bool moving_toward_other_child_menu = false;
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ImGuiWindow* child_menu_window = (g.BeginPopupStack.Size < g.OpenPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].SourceWindow == window) ? g.OpenPopupStack[g.BeginPopupStack.Size].Window : NULL;
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if (g.HoveredWindow == window && child_menu_window != NULL && !(window->Flags & ImGuiWindowFlags_MenuBar))
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{
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// FIXME-DPI: Values should be derived from a master "scale" factor.
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ImRect next_window_rect = next_window->Rect();
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ImRect next_window_rect = child_menu_window->Rect();
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ImVec2 ta = g.IO.MousePos - g.IO.MouseDelta;
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ImVec2 tb = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR();
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ImVec2 tc = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR();
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ImVec2 tb = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR();
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ImVec2 tc = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR();
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float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, 5.0f, 30.0f); // add a bit of extra slack.
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ta.x += (window->Pos.x < next_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues
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ta.x += (window->Pos.x < child_menu_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues
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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?
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tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +100.0f);
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moving_within_opened_triangle = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos);
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//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
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}
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moving_toward_other_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos);
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//GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG]
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}
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if (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_toward_other_child_menu)
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want_close = true;
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want_close = (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_within_opened_triangle);
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want_open = (!menu_is_open && hovered && !moving_within_opened_triangle) || (!menu_is_open && hovered && pressed);
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if (!menu_is_open && hovered && pressed) // Click to open
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want_open = true;
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else if (!menu_is_open && hovered && !moving_toward_other_child_menu) // Hover to open
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want_open = true;
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if (g.NavActivateId == id)
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{
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