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OpenPopup(): Added ImGuiPopupFlags_NoReopen. Nav, Menus: Fixed click on a BeginMenu() followed by right-arrow. (#1497, #1533)
reopen
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@ -56,6 +56,13 @@ Other changes:
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- Nav: Fixed pressing Escape while in a child window with _NavFlattened flag. (#7237)
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- Nav: Improve handling of Alt key to toggle menu so that key ownership may be claimed on
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indiviudal left/right alt key without intefering with the other.
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- Nav, Menus: Fixed click on a BeginMenu() followed by right-arrow from making the child menu
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reopen and flicker (using ImGuiPopupFlags_NoReopen).
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- OpenPopup(): Added ImGuiPopupFlags_NoReopen flag to specifically not close nd reopen a popup
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when it is already open. (#1497, #1533)
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(Note that this differs from specific handling we already have in place for the case of calling
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OpenPopup() repeatedly every frame: we already didn't reopen in that specific situation, otherwise
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the effect would be very disastrous in term of confusion, as reopening would steal focus).
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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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16
imgui.cpp
16
imgui.cpp
@ -10773,16 +10773,22 @@ void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags)
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}
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else
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{
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// Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui
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// would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing
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// situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand.
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if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1)
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// Gently handle the user mistakenly calling OpenPopup() every frames: it is likely a programming mistake!
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// However, if we were to run the regular code path, the ui would become completely unusable because the popup will always be
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// in hidden-while-calculating-size state _while_ claiming focus. Which is extremely confusing situation for the programmer.
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// Instead, for successive frames calls to OpenPopup(), we silently avoid reopening even if ImGuiPopupFlags_NoReopen is not specified.
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bool keep_existing = false;
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if (g.OpenPopupStack[current_stack_size].PopupId == id)
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if ((g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1) || (popup_flags & ImGuiPopupFlags_NoReopen))
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keep_existing = true;
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if (keep_existing)
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{
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// No reopen
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g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount;
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}
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else
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{
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// Close child popups if any, then flag popup for open/reopen
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// Reopen: close child popups if any, then flag popup for open/reopen (set position, focus, init navigation)
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ClosePopupToLevel(current_stack_size, false);
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g.OpenPopupStack.push_back(popup_ref);
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}
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12
imgui.h
12
imgui.h
@ -24,7 +24,7 @@
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// Library Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
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#define IMGUI_VERSION "1.90.2 WIP"
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#define IMGUI_VERSION_NUM 19017
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#define IMGUI_VERSION_NUM 19018
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#define IMGUI_HAS_TABLE
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/*
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@ -1122,10 +1122,12 @@ enum ImGuiPopupFlags_
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ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle)
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ImGuiPopupFlags_MouseButtonMask_ = 0x1F,
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ImGuiPopupFlags_MouseButtonDefault_ = 1,
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ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
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ImGuiPopupFlags_NoOpenOverItems = 1 << 6, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
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ImGuiPopupFlags_AnyPopupId = 1 << 7, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
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ImGuiPopupFlags_AnyPopupLevel = 1 << 8, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
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ImGuiPopupFlags_NoReopen = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't reopen same popup if already open (won't reposition, won't reinitialize navigation)
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//ImGuiPopupFlags_NoReopenAlwaysNavInit = 1 << 6, // For OpenPopup*(), BeginPopupContext*(): focus and initialize navigation even when not reopening.
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ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 7, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
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ImGuiPopupFlags_NoOpenOverItems = 1 << 8, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
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ImGuiPopupFlags_AnyPopupId = 1 << 10, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
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ImGuiPopupFlags_AnyPopupLevel = 1 << 11, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
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ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel,
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};
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@ -7518,6 +7518,7 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
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PopItemFlag();
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bool want_open = false;
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bool want_open_nav_init = 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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@ -7560,8 +7561,9 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
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want_open = true;
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if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open
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{
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want_open = true;
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want_open = want_open_nav_init = true;
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NavMoveRequestCancel();
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NavRestoreHighlightAfterMove();
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}
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}
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else
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@ -7593,13 +7595,13 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
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if (want_open && !menu_is_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size)
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{
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// Don't reopen/recycle same menu level in the same frame, first close the other menu and yield for a frame.
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// Don't reopen/recycle same menu level in the same frame if it is a different menu ID, first close the other menu and yield for a frame.
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OpenPopup(label);
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}
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else if (want_open)
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{
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menu_is_open = true;
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OpenPopup(label);
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OpenPopup(label, ImGuiPopupFlags_NoReopen);// | (want_open_nav_init ? ImGuiPopupFlags_NoReopenAlwaysNavInit : 0));
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}
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if (menu_is_open)
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@ -7611,6 +7613,14 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
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PopStyleVar();
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if (menu_is_open)
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{
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// Implement what ImGuiPopupFlags_NoReopenAlwaysNavInit would do:
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// Perform an init request in the case the popup was already open (via a previous mouse hover)
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if (want_open && want_open_nav_init && !g.NavInitRequest)
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{
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FocusWindow(g.CurrentWindow, ImGuiFocusRequestFlags_UnlessBelowModal);
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NavInitWindow(g.CurrentWindow, false);
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}
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// Restore LastItemData so IsItemXXXX functions can work after BeginMenu()/EndMenu()
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// (This fixes using IsItemClicked() and IsItemHovered(), but IsItemHovered() also relies on its support for ImGuiItemFlags_NoWindowHoverableCheck)
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g.LastItemData = last_item_in_parent;
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