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Comments, some logging for NavInitRequest debugging Moved OpenPopupOnItemClick() next to BeginPopupContextItem()
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@ -127,7 +127,7 @@ Officially maintained bindings (in repository):
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Third-party bindings (see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/) page):
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- Languages: C, C#/.Net, ChaiScript, D, Go, Haxe/hxcpp, Java, JavaScript, Julia, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift...
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- Frameworks: bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/GameMakerStudio2, Irrlicht, Ogre, OpenFrameworks, OpenSceneGraph/OSG, ORX, px_render, LÖVE+Lua, Magnum, NanoRT, Qt, QtDirect3D, SFML, Software Rasterizers, Unreal Engine 4...
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- Frameworks: Amethyst, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/GameMakerStudio2, Irrlicht, Ogre, OpenFrameworks, OpenSceneGraph/OSG, ORX, px_render, LÖVE+Lua, Magnum, NanoRT, Qt, QtDirect3D, SFML, Software Rasterizers, Unreal Engine 4...
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- Note that C bindings ([cimgui](https://github.com/cimgui/cimgui)) are auto-generated, you can use its json/lua output to generate bindings for other languages.
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Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
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32
imgui.cpp
32
imgui.cpp
@ -955,9 +955,6 @@ CODE
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- tip: you can call Begin() multiple times with the same name during the same frame, it will keep appending to the same window.
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this is also useful to set yourself in the context of another window (to get/set other settings)
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- tip: you can create widgets without a Begin()/End() block, they will go in an implicit window called "Debug".
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- tip: the ImGuiOnceUponAFrame helper will allow run the block of code only once a frame. You can use it to quickly add custom UI in the middle
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of a deep nested inner loop in your code.
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- tip: you can call Render() multiple times (e.g for VR renders).
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- tip: call and read the ShowDemoWindow() code in imgui_demo.cpp for more example of how to use ImGui!
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*/
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@ -7511,19 +7508,6 @@ void ImGui::OpenPopupEx(ImGuiID id)
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}
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}
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bool ImGui::OpenPopupOnItemClick(const char* str_id, int mouse_button)
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{
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ImGuiWindow* window = GImGui->CurrentWindow;
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if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
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{
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ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
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IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
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OpenPopupEx(id);
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return true;
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}
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return false;
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}
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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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ImGuiContext& g = *GImGui;
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@ -7693,6 +7677,19 @@ void ImGui::EndPopup()
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End();
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}
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bool ImGui::OpenPopupOnItemClick(const char* str_id, int mouse_button)
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{
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ImGuiWindow* window = GImGui->CurrentWindow;
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if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
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{
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ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
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IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
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OpenPopupEx(id);
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return true;
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}
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return false;
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}
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// This is a helper to handle the simplest case of associating one named popup to one given widget.
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// You may want to handle this on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters).
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// You can pass a NULL str_id to use the identifier of the last item.
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@ -8181,6 +8178,7 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
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if (!(window->Flags & ImGuiWindowFlags_NoNavInputs))
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if (!(window->Flags & ImGuiWindowFlags_ChildWindow) || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit)
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init_for_nav = true;
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//IMGUI_DEBUG_LOG("[Nav] NavInitWindow() init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer);
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if (init_for_nav)
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{
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SetNavID(0, g.NavLayer);
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@ -8297,6 +8295,7 @@ static void ImGui::NavUpdate()
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if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove) && g.NavWindow)
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{
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// Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
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//IMGUI_DEBUG_LOG("[Nav] Apply NavInitRequest result: 0x%08X Layer %d in \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name);
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if (g.NavInitRequestFromMove)
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SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, g.NavInitResultRectRel);
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else
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@ -8455,6 +8454,7 @@ static void ImGui::NavUpdate()
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}
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if (g.NavMoveRequest && g.NavId == 0)
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{
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//IMGUI_DEBUG_LOG("[Nav] NavInitRequest from move, window \"%s\", layer=%d\n", g.NavWindow->Name, g.NavLayer);
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g.NavInitRequest = g.NavInitRequestFromMove = true;
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g.NavInitResultId = 0;
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g.NavDisableHighlight = false;
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