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Fixed crash when appending with BeginMainMenuBar() more than once and no other window are showing. (#2567) + comments
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@ -46,6 +46,7 @@ Other Changes:
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It wasn't much of a problem because we typically use the return value instead of IsItemEdited() here.
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- Fixed uses of IsItemDeactivated(), IsItemDeactivatedAfterEdit() on multi-components widgets and
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after EndGroup(). (#2550, #1875)
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- Fixed crash when appending with BeginMainMenuBar() more than once and no other window are showing. (#2567)
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- Scrollbar: Very minor bounding box adjustment to cope with various border size.
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- ImFontAtlas: FreeType: Added RasterizerFlags::Monochrome flag to disable font anti-aliasing. (#2545)
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Combine with RasterizerFlags::MonoHinting for best results.
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10
imgui.cpp
10
imgui.cpp
@ -2831,9 +2831,13 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg)
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{
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// Navigation processing runs prior to clipping early-out
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// (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
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// (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests unfortunately, but it is still limited to one window.
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// it may not scale very well for windows with ten of thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.
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// We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick)
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// (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests
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// unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of
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// thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.
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// We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able
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// to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick).
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// We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null.
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// If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.
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window->DC.NavLayerActiveMaskNext |= window->DC.NavLayerCurrentMask;
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if (g.NavId == id || g.NavAnyRequest)
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if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
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@ -5850,7 +5850,7 @@ void ImGui::EndMainMenuBar()
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// When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window
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// FIXME: With this strategy we won't be able to restore a NULL focus.
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ImGuiContext& g = *GImGui;
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if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0)
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if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0 && !g.NavAnyRequest)
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FocusTopMostWindowUnderOne(g.NavWindow, NULL);
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End();
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