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Combo: Fixed not reusing windows optimally when used inside a popup stack.
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@ -66,6 +66,7 @@ Other changes:
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the effect would be very disastrous in term of confusion, as reopening would steal focus).
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- Popups: Slight change to popup closing logic (e.g. after focusing another window) which skipped
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over popups that are also child windows.
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- Combo: Fixed not reusing windows optimally when used inside a popup stack.
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- Debug Tools: Metrics: Fixed debug break in SetShortcutRouting() not handling ImGuiMod_Shortcut redirect.
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- Debug Tools: Debug Log: Added "Input Routing" logging.
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- Debug Tools: Added "nop" to IM_DEBUG_BREAK macro on GCC to work around GDB bug (#7266) [@Peter0x44]
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@ -6434,7 +6434,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window_stack_data.StackSizesOnBegin.SetToContextState(&g);
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g.CurrentWindowStack.push_back(window_stack_data);
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if (flags & ImGuiWindowFlags_ChildMenu)
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g.BeginMenuCount++;
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g.BeginMenuDepth++;
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// Update ->RootWindow and others pointers (before any possible call to FocusWindow)
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if (first_begin_of_the_frame)
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@ -7106,7 +7106,7 @@ void ImGui::End()
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// Pop from window stack
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g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup;
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if (window->Flags & ImGuiWindowFlags_ChildMenu)
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g.BeginMenuCount--;
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g.BeginMenuDepth--;
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if (window->Flags & ImGuiWindowFlags_Popup)
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g.BeginPopupStack.pop_back();
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g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithContextState(&g);
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@ -10926,7 +10926,7 @@ bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags)
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char name[20];
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if (flags & ImGuiWindowFlags_ChildMenu)
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ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuCount); // Recycle windows based on depth
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ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuDepth); // Recycle windows based on depth
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else
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ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame
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@ -2028,8 +2028,6 @@ struct ImGuiContext
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ImVector<ImGuiPopupData> BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame)
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ImVector<ImGuiNavTreeNodeData> NavTreeNodeStack; // Stack for TreeNode() when a NavLeft requested is emitted.
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int BeginMenuCount;
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// Viewports
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ImVector<ImGuiViewportP*> Viewports; // Active viewports (Size==1 in 'master' branch). Each viewports hold their copy of ImDrawData.
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@ -2154,6 +2152,8 @@ struct ImGuiContext
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ImGuiInputTextDeactivatedState InputTextDeactivatedState;
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ImFont InputTextPasswordFont;
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ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc.
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int BeginMenuDepth;
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int BeginComboDepth;
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ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets
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ImGuiID ColorEditCurrentID; // Set temporarily while inside of the parent-most ColorEdit4/ColorPicker4 (because they call each others).
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ImGuiID ColorEditSavedID; // ID we are saving/restoring HS for
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@ -2307,7 +2307,6 @@ struct ImGuiContext
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CurrentFocusScopeId = 0;
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CurrentItemFlags = ImGuiItemFlags_None;
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DebugShowGroupRects = false;
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BeginMenuCount = 0;
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NavWindow = NULL;
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NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = 0;
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@ -2371,6 +2370,7 @@ struct ImGuiContext
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MouseStationaryTimer = 0.0f;
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TempInputId = 0;
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BeginMenuDepth = BeginComboDepth = 0;
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ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_;
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ColorEditCurrentID = ColorEditSavedID = 0;
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ColorEditSavedHue = ColorEditSavedSat = 0.0f;
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@ -1784,7 +1784,7 @@ bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags
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// This is essentially a specialized version of BeginPopupEx()
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char name[16];
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ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth
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ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginComboDepth); // Recycle windows based on depth
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// Set position given a custom constraint (peak into expected window size so we can position it)
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// FIXME: This might be easier to express with an hypothetical SetNextWindowPosConstraints() function?
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@ -1811,12 +1811,15 @@ bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags
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IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above
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return false;
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}
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g.BeginComboDepth++;
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return true;
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}
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void ImGui::EndCombo()
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{
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ImGuiContext& g = *GImGui;
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EndPopup();
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g.BeginComboDepth--;
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}
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// Call directly after the BeginCombo/EndCombo block. The preview is designed to only host non-interactive elements
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