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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:
parent
a502ceb075
commit
b3ea01d86f
@ -79,6 +79,9 @@ Other Changes:
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- Window: Fixed a potential crash when appending to a child window. (#5515, #3496, #4797) [@rokups]
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- IO: Added ImGuiKey_MouseXXX aliases for mouse buttons/wheel so all operations done on ImGuiKey
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can apply to mouse data as well. (#4921)
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- Menus: Fixed incorrect sub-menu parent association when opening a menu by closing another.
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Among other things, it would accidentally break part of the closing heuristic logic when moving
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towards a sub-menu. (#2517, #5614). [@rokups]
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- Nav: Fixed moving/resizing window with gamepad or keyboard when running at very high framerate.
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- Nav: Pressing Space/GamepadFaceDown on a repeating button uses the same repeating rate as a mouse hold.
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- Platform IME: [Windows] Removed call to ImmAssociateContextEx() leading to freeze on some setups.
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13
imgui.cpp
13
imgui.cpp
@ -9336,7 +9336,7 @@ void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags)
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ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack.
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popup_ref.PopupId = id;
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popup_ref.Window = NULL;
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popup_ref.SourceWindow = g.NavWindow;
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popup_ref.BackupNavWindow = g.NavWindow; // When popup closes focus may be restored to NavWindow (depend on window type).
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popup_ref.OpenFrameCount = g.FrameCount;
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popup_ref.OpenParentId = parent_window->IDStack.back();
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popup_ref.OpenPopupPos = NavCalcPreferredRefPos();
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@ -9438,12 +9438,13 @@ void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_
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IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size);
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// Trim open popup stack
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ImGuiWindow* focus_window = g.OpenPopupStack[remaining].SourceWindow;
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ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window;
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ImGuiWindow* popup_backup_nav_window = g.OpenPopupStack[remaining].BackupNavWindow;
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g.OpenPopupStack.resize(remaining);
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if (restore_focus_to_window_under_popup)
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{
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ImGuiWindow* focus_window = (popup_window && popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : popup_backup_nav_window;
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if (focus_window && !focus_window->WasActive && popup_window)
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{
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// Fallback
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@ -12689,8 +12690,12 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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{
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for (int i = 0; i < g.OpenPopupStack.Size; i++)
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{
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ImGuiWindow* window = g.OpenPopupStack[i].Window;
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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" : "");
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// As it's difficult to interact with tree nodes while popups are open, we display everything inline.
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const ImGuiPopupData* popup_data = &g.OpenPopupStack[i];
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ImGuiWindow* window = popup_data->Window;
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BulletText("PopupID: %08x, Window: '%s' (%s%s), BackupNavWindow '%s', ParentWindow '%s'",
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popup_data->PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? "Child;" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? "Menu;" : "",
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popup_data->BackupNavWindow ? popup_data->BackupNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL");
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}
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TreePop();
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}
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2
imgui.h
2
imgui.h
@ -65,7 +65,7 @@ Index of this file:
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// Version
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// (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)
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#define IMGUI_VERSION "1.89 WIP"
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#define IMGUI_VERSION_NUM 18812
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#define IMGUI_VERSION_NUM 18813
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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#define IMGUI_HAS_TABLE
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@ -1048,7 +1048,7 @@ struct ImGuiPopupData
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{
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ImGuiID PopupId; // Set on OpenPopup()
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ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup()
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ImGuiWindow* SourceWindow; // Set on OpenPopup() copy of NavWindow at the time of opening the popup
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ImGuiWindow* BackupNavWindow;// Set on OpenPopup(), a NavWindow that will be restored on popup close
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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
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int OpenFrameCount; // Set on OpenPopup()
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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)
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// Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu
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// Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive.
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bool moving_toward_child_menu = false;
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ImGuiWindow* child_menu_window = (g.BeginPopupStack.Size < g.OpenPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].SourceWindow == window) ? g.OpenPopupStack[g.BeginPopupStack.Size].Window : NULL;
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ImGuiPopupData* child_popup = (g.BeginPopupStack.Size < g.OpenPopupStack.Size) ? &g.OpenPopupStack[g.BeginPopupStack.Size] : NULL; // Popup candidate (testing below)
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ImGuiWindow* child_menu_window = (child_popup && child_popup->Window && child_popup->Window->ParentWindow == window) ? child_popup->Window : NULL;
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if (g.HoveredWindow == window && child_menu_window != NULL && !(window->Flags & ImGuiWindowFlags_MenuBar))
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{
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float ref_unit = g.FontSize; // FIXME-DPI
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