Merge branch 'master' into docking

# Conflicts:
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_osx.h
#	backends/imgui_impl_osx.mm
#	imgui.cpp
This commit is contained in:
ocornut
2021-12-15 12:10:03 +01:00
17 changed files with 398 additions and 166 deletions

View File

@ -5544,6 +5544,27 @@ static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settin
window->DockOrder = settings->DockOrder;
}
static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags)
{
ImGuiContext& g = *GImGui;
const ImGuiWindowFlags old_flags = window->Flags;
const bool child_flag_changed = (new_flags & ImGuiWindowFlags_ChildWindow) != (old_flags & ImGuiWindowFlags_ChildWindow);
if ((just_created || child_flag_changed) && !(new_flags & ImGuiWindowFlags_ChildWindow))
{
g.WindowsFocusOrder.push_back(window);
window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1);
}
else if (child_flag_changed && (new_flags & ImGuiWindowFlags_ChildWindow))
{
IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window);
for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++)
g.WindowsFocusOrder[n]->FocusOrder--;
g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder);
window->FocusOrder = -1;
}
}
static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)
{
ImGuiContext& g = *GImGui;
@ -5584,16 +5605,12 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)
window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
}
if (!(flags & ImGuiWindowFlags_ChildWindow))
{
g.WindowsFocusOrder.push_back(window);
window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1);
}
if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)
g.Windows.push_front(window); // Quite slow but rare and only once
else
g.Windows.push_back(window);
UpdateWindowInFocusOrderList(window, true, window->Flags);
return window;
}
@ -6279,6 +6296,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
const bool window_just_created = (window == NULL);
if (window_just_created)
window = CreateNewWindow(name, flags);
else
UpdateWindowInFocusOrderList(window, window_just_created, flags);
// Automatically disable manual moving/resizing when NoInputs is set
if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs)
@ -6372,6 +6391,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window_stack_data.StackSizesOnBegin.SetToCurrentState();
g.CurrentWindowStack.push_back(window_stack_data);
g.CurrentWindow = NULL;
if (flags & ImGuiWindowFlags_ChildMenu)
g.BeginMenuCount++;
if (flags & ImGuiWindowFlags_Popup)
{
@ -7107,6 +7128,8 @@ void ImGui::End()
// Pop from window stack
g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup;
if (window->Flags & ImGuiWindowFlags_ChildMenu)
g.BeginMenuCount--;
if (window->Flags & ImGuiWindowFlags_Popup)
g.BeginPopupStack.pop_back();
g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithCurrentState();
@ -9302,7 +9325,7 @@ void ImGui::CloseCurrentPopup()
ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window;
bool close_parent = false;
if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu))
if (parent_popup_window == NULL || !(parent_popup_window->Flags & ImGuiWindowFlags_Modal))
if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar))
close_parent = true;
if (!close_parent)
break;
@ -9330,7 +9353,7 @@ bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags)
char name[20];
if (flags & ImGuiWindowFlags_ChildMenu)
ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth
ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuCount); // Recycle windows based on depth
else
ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame
@ -17583,7 +17606,7 @@ void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, con
}
ImDrawList* fg_draw_list = viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list
if (window && fg_draw_list && IsItemHovered())
if (window && IsItemHovered() && fg_draw_list)
fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
if (!node_open)
return;