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BeginMenu(): Menus: Fixed a one-frame issue where SetNextWindowXXX data are not consumed by a BeginMenu().
+ Shallow tweaks to reduce diff of future branches. Removing early return also facilitate some changes.
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@ -6965,9 +6965,9 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
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// Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu)
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// The first menu in a hierarchy isn't so hovering doesn't get across (otherwise e.g. resizing borders with ImGuiButtonFlags_FlattenChildren would react), but top-most BeginMenu() will bypass that limitation.
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ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus;
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ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus;
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if (window->Flags & ImGuiWindowFlags_ChildMenu)
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flags |= ImGuiWindowFlags_ChildWindow;
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window_flags |= ImGuiWindowFlags_ChildWindow;
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// If a menu with same the ID was already submitted, we will append to it, matching the behavior of Begin().
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// We are relying on a O(N) search - so O(N log N) over the frame - which seems like the most efficient for the expected small amount of BeginMenu() calls per frame.
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@ -6975,7 +6975,7 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
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if (g.MenusIdSubmittedThisFrame.contains(id))
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{
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if (menu_is_open)
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menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
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menu_is_open = BeginPopupEx(id, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
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else
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g.NextWindowData.ClearFlags(); // we behave like Begin() and need to consume those values
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return menu_is_open;
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@ -7112,23 +7112,23 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
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IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0));
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PopID();
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if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size)
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if (want_open && !menu_is_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size)
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{
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// Don't recycle same menu level in the same frame, first close the other menu and yield for a frame.
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// Don't reopen/recycle same menu level in the same frame, first close the other menu and yield for a frame.
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OpenPopup(label);
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return false;
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}
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menu_is_open |= want_open;
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if (want_open)
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else if (want_open)
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{
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menu_is_open = true;
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OpenPopup(label);
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}
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if (menu_is_open)
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{
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ImGuiLastItemData last_item_in_parent = g.LastItemData;
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SetNextWindowPos(popup_pos, ImGuiCond_Always); // Note: misleading: the value will serve as reference for FindBestWindowPosForPopup(), not actual pos.
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PushStyleVar(ImGuiStyleVar_ChildRounding, style.PopupRounding); // First level will use _PopupRounding, subsequent will use _ChildRounding
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menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
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menu_is_open = BeginPopupEx(id, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
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PopStyleVar();
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if (menu_is_open)
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{
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