Popups: Gently handle the user mistakenly calling OpenPopup() every frame. (when reopen_existing is true). (#1497)

This commit is contained in:
omar 2018-01-07 16:15:54 +01:00
parent 69ff65f054
commit deab2ab015
2 changed files with 16 additions and 3 deletions

View File

@ -3729,14 +3729,26 @@ void ImGui::OpenPopupEx(ImGuiID id, bool reopen_existing)
popup_ref.PopupId = id;
popup_ref.Window = NULL;
popup_ref.ParentWindow = parent_window;
popup_ref.OpenFrameCount = g.FrameCount;
popup_ref.OpenParentId = parent_window->IDStack.back();
popup_ref.OpenMousePos = g.IO.MousePos;
popup_ref.OpenPopupPos = g.IO.MousePos; // NB: In the Navigation branch popup_pos may not use mouse_pos.
popup_ref.OpenPopupPos = g.IO.MousePos; // NB: In the Navigation branch OpenPopupPos doesn't use the mouse position, hence the separation here.
if (g.OpenPopupStack.Size < current_stack_size + 1)
{
g.OpenPopupStack.push_back(popup_ref);
}
else if (reopen_existing || g.OpenPopupStack[current_stack_size].PopupId != id)
{
// Close child popups if any
g.OpenPopupStack.resize(current_stack_size + 1);
// 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
// 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
// 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.
if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1)
g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount;
else
g.OpenPopupStack[current_stack_size] = popup_ref;
// When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by CloseInactivePopups().

View File

@ -400,6 +400,7 @@ struct ImGuiPopupRef
ImGuiID PopupId; // Set on OpenPopup()
ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup()
ImGuiWindow* ParentWindow; // Set on OpenPopup()
int OpenFrameCount; // Set on OpenPopup()
ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differenciate multiple menu sets from each others (e.g. inside menu bar vs loose menu items)
ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse)
ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup