Menus: Fix sub-menu inhibition stopping working in some cases. (Amend WIP) (#2517, #5614, noticed in #5546)

Amend bda2cde6
Fixes the case where following menu hover sequence results in incorrect RestoreNavWindow (previously SourceWindow) pointing to opened sub-menu:
1. Hover "Menu -> Options" - Open ##Menu_01 window
2. Hover "Menu -> Colors"  - SourceWindow incorrectly points to ##Menu_01 window
This commit is contained in:
Rokas Kupstys 2022-08-16 12:21:17 +03:00 committed by ocornut
parent a502ceb075
commit b3ea01d86f
5 changed files with 16 additions and 7 deletions

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@ -79,6 +79,9 @@ Other Changes:
- Window: Fixed a potential crash when appending to a child window. (#5515, #3496, #4797) [@rokups]
- IO: Added ImGuiKey_MouseXXX aliases for mouse buttons/wheel so all operations done on ImGuiKey
can apply to mouse data as well. (#4921)
- Menus: Fixed incorrect sub-menu parent association when opening a menu by closing another.
Among other things, it would accidentally break part of the closing heuristic logic when moving
towards a sub-menu. (#2517, #5614). [@rokups]
- Nav: Fixed moving/resizing window with gamepad or keyboard when running at very high framerate.
- Nav: Pressing Space/GamepadFaceDown on a repeating button uses the same repeating rate as a mouse hold.
- Platform IME: [Windows] Removed call to ImmAssociateContextEx() leading to freeze on some setups.

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@ -9336,7 +9336,7 @@ void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags)
ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack.
popup_ref.PopupId = id;
popup_ref.Window = NULL;
popup_ref.SourceWindow = g.NavWindow;
popup_ref.BackupNavWindow = g.NavWindow; // When popup closes focus may be restored to NavWindow (depend on window type).
popup_ref.OpenFrameCount = g.FrameCount;
popup_ref.OpenParentId = parent_window->IDStack.back();
popup_ref.OpenPopupPos = NavCalcPreferredRefPos();
@ -9438,12 +9438,13 @@ void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_
IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size);
// Trim open popup stack
ImGuiWindow* focus_window = g.OpenPopupStack[remaining].SourceWindow;
ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window;
ImGuiWindow* popup_backup_nav_window = g.OpenPopupStack[remaining].BackupNavWindow;
g.OpenPopupStack.resize(remaining);
if (restore_focus_to_window_under_popup)
{
ImGuiWindow* focus_window = (popup_window && popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : popup_backup_nav_window;
if (focus_window && !focus_window->WasActive && popup_window)
{
// Fallback
@ -12689,8 +12690,12 @@ void ImGui::ShowMetricsWindow(bool* p_open)
{
for (int i = 0; i < g.OpenPopupStack.Size; i++)
{
ImGuiWindow* window = g.OpenPopupStack[i].Window;
BulletText("PopupID: %08x, Window: '%s'%s%s", g.OpenPopupStack[i].PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? " ChildWindow" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? " ChildMenu" : "");
// As it's difficult to interact with tree nodes while popups are open, we display everything inline.
const ImGuiPopupData* popup_data = &g.OpenPopupStack[i];
ImGuiWindow* window = popup_data->Window;
BulletText("PopupID: %08x, Window: '%s' (%s%s), BackupNavWindow '%s', ParentWindow '%s'",
popup_data->PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? "Child;" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? "Menu;" : "",
popup_data->BackupNavWindow ? popup_data->BackupNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL");
}
TreePop();
}

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@ -65,7 +65,7 @@ Index of this file:
// Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
#define IMGUI_VERSION "1.89 WIP"
#define IMGUI_VERSION_NUM 18812
#define IMGUI_VERSION_NUM 18813
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
#define IMGUI_HAS_TABLE

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@ -1048,7 +1048,7 @@ struct ImGuiPopupData
{
ImGuiID PopupId; // Set on OpenPopup()
ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup()
ImGuiWindow* SourceWindow; // Set on OpenPopup() copy of NavWindow at the time of opening the popup
ImGuiWindow* BackupNavWindow;// Set on OpenPopup(), a NavWindow that will be restored on popup close
int ParentNavLayer; // Resolved on BeginPopup(). Actually a ImGuiNavLayer type (declared down below), initialized to -1 which is not part of an enum, but serves well-enough as "not any of layers" value
int OpenFrameCount; // Set on OpenPopup()
ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items)

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@ -7107,7 +7107,8 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
// Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu
// Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive.
bool moving_toward_child_menu = false;
ImGuiWindow* child_menu_window = (g.BeginPopupStack.Size < g.OpenPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].SourceWindow == window) ? g.OpenPopupStack[g.BeginPopupStack.Size].Window : NULL;
ImGuiPopupData* child_popup = (g.BeginPopupStack.Size < g.OpenPopupStack.Size) ? &g.OpenPopupStack[g.BeginPopupStack.Size] : NULL; // Popup candidate (testing below)
ImGuiWindow* child_menu_window = (child_popup && child_popup->Window && child_popup->Window->ParentWindow == window) ? child_popup->Window : NULL;
if (g.HoveredWindow == window && child_menu_window != NULL && !(window->Flags & ImGuiWindowFlags_MenuBar))
{
float ref_unit = g.FontSize; // FIXME-DPI