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Menus, Nav: Fixed using left/right navigation when appending to an existing menu (multiple BeginMenu() call with same names). (#1207)
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@ -137,6 +137,8 @@ Other Changes:
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the gap between a menu item inside a window and a child-menu in a secondary viewport. (#5614)
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- Menus, Nav: Fixed keyboard/gamepad navigation occasionally erroneously landing on menu-item in
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parent when the parent is not a popup. (#5730)
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- Menus, Nav: Fixed using left/right navigation when appending to an existing menu (multiple
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BeginMenu() call with same names). (#1207)
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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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- Nav: Fixed an issue opening a menu with Right key from a non-menu window.
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@ -4608,9 +4608,10 @@ void ImGui::NewFrame()
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{
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ImGuiWindow* window = g.Windows[i];
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window->WasActive = window->Active;
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window->BeginCount = 0;
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window->Active = false;
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window->WriteAccessed = false;
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window->BeginCountPreviousFrame = window->BeginCount;
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window->BeginCount = 0;
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// Garbage collect transient buffers of recently unused windows
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if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time)
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2
imgui.h
2
imgui.h
@ -23,7 +23,7 @@
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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 "1.89 WIP"
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#define IMGUI_VERSION_NUM 18826
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#define IMGUI_VERSION_NUM 18827
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#define IMGUI_HAS_TABLE
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/*
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@ -2112,6 +2112,7 @@ struct IMGUI_API ImGuiWindow
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bool HasCloseButton; // Set when the window has a close button (p_open != NULL)
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signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3)
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short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
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short BeginCountPreviousFrame; // Number of Begin() during the previous frame
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short BeginOrderWithinParent; // Begin() order within immediate parent window, if we are a child window. Otherwise 0.
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short BeginOrderWithinContext; // Begin() order within entire imgui context. This is mostly used for debugging submission order related issues.
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short FocusOrder; // Order within WindowsFocusOrder[], altered when windows are focused.
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@ -7183,13 +7183,15 @@ void ImGui::EndMenu()
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// FIXME: This doesn't work if the parent BeginMenu() is not on a menu.
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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if (g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical)
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if (g.NavWindow && (g.NavWindow->RootWindowForNav->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->RootWindowForNav->ParentWindow == window)
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{
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ClosePopupToLevel(g.BeginPopupStack.Size, true);
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NavMoveRequestCancel();
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}
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IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginMenu()/EndMenu() calls
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if (window->BeginCount == window->BeginCountPreviousFrame)
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if (g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical)
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if (g.NavWindow && (g.NavWindow->RootWindowForNav->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->RootWindowForNav->ParentWindow == window)
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{
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ClosePopupToLevel(g.BeginPopupStack.Size, true);
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NavMoveRequestCancel();
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}
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EndPopup();
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}
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