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Moved CloseInactivePopups() and tweaked.
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parent
95e2afcad6
commit
733e079081
76
imgui.cpp
76
imgui.cpp
@ -2209,45 +2209,6 @@ void ImGui::NewFrame()
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ImGui::Begin("Debug");
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}
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static void CloseInactivePopups()
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{
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ImGuiState& g = *GImGui;
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if (g.OpenedPopupStack.empty())
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return;
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// User has clicked outside of a popup
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if (!g.FocusedWindow)
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{
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g.OpenedPopupStack.resize(0);
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return;
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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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// Don't close our own child popup windows
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int n;
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for (n = 0; n < (int)g.OpenedPopupStack.size(); n++)
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{
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ImGuiPopupRef& popup = g.OpenedPopupStack[n];
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if (!popup.Window)
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continue;
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IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);
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if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow)
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{
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if (g.FocusedWindow->RootWindow != popup.Window->RootWindow)
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break;
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}
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else
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{
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bool has_focus = false;
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for (int m = n; m < (int)g.OpenedPopupStack.size() && !has_focus; m++)
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has_focus = (g.OpenedPopupStack[m].Window && g.OpenedPopupStack[m].Window->RootWindow == g.FocusedWindow->RootWindow);
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if (!has_focus)
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break;
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}
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}
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g.OpenedPopupStack.resize(n);
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}
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// NB: behavior of ImGui after Shutdown() is not tested/guaranteed at the moment. This function is merely here to free heap allocations.
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void ImGui::Shutdown()
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{
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@ -3098,6 +3059,41 @@ void ImGui::OpenPopup(const char* str_id)
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g.OpenedPopupStack.back() = ImGuiPopupRef(id, window, window->GetID("##menus"));
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}
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static void CloseInactivePopups()
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{
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ImGuiState& g = *GImGui;
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if (g.OpenedPopupStack.empty())
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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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int n = 0;
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if (g.FocusedWindow)
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{
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for (n = 0; n < (int)g.OpenedPopupStack.size(); n++)
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{
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ImGuiPopupRef& popup = g.OpenedPopupStack[n];
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if (!popup.Window)
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continue;
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IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);
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if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow)
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{
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if (g.FocusedWindow->RootWindow != popup.Window->RootWindow)
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break;
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}
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else
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{
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bool has_focus = false;
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for (int m = n; m < (int)g.OpenedPopupStack.size() && !has_focus; m++)
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has_focus = (g.OpenedPopupStack[m].Window && g.OpenedPopupStack[m].Window->RootWindow == g.FocusedWindow->RootWindow);
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if (!has_focus)
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break;
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}
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}
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}
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g.OpenedPopupStack.resize(n);
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}
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static void ClosePopupToLevel(int remaining)
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{
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ImGuiState& g = *GImGui;
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@ -3411,9 +3407,9 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl
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}
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// Push a new ImGui window to add widgets to.
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// - 'size' for a regular window denote the initial size for first-time creation (no saved data) and isn't that useful. Use SetNextWindowSize() prior to calling Begin() for more flexible window manipulation.
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// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.
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// - Begin/End can be called multiple times during the frame with the same window name to append content.
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// - 'size_on_first_use' for a regular window denote the initial size for first-time creation (no saved data) and isn't that useful. Use SetNextWindowSize() prior to calling Begin() for more flexible window manipulation.
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// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file).
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// You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file.
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// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned.
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