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.
This commit is contained in:
ocornut 2022-10-19 12:07:56 +02:00
parent 5ac94ad898
commit e3fa56ae05
4 changed files with 15 additions and 12 deletions

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@ -154,6 +154,8 @@ Other Changes:
- Menus, Nav: Fixed not being able to close a menu with Left arrow when parent is not a popup. (#5730) - Menus, Nav: Fixed not being able to close a menu with Left arrow when parent is not a popup. (#5730)
- Menus, Nav: Fixed using left/right navigation when appending to an existing menu (multiple - Menus, Nav: Fixed using left/right navigation when appending to an existing menu (multiple
BeginMenu() call with same names). (#1207) BeginMenu() call with same names). (#1207)
- Menus: Fixed a one-frame issue where SetNextWindowXXX data are not consumed by a BeginMenu()
returning false (specifically )
- Nav: Fixed moving/resizing window with gamepad or keyboard when running at very high framerate. - Nav: Fixed moving/resizing window with gamepad or keyboard when running at very high framerate.
- Nav: Pressing Space/GamepadFaceDown on a repeating button uses the same repeating rate as a mouse hold. - Nav: Pressing Space/GamepadFaceDown on a repeating button uses the same repeating rate as a mouse hold.
- Nav: Fixed an issue opening a menu with Right key from a non-menu window. - Nav: Fixed an issue opening a menu with Right key from a non-menu window.

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@ -511,7 +511,7 @@ namespace ImGui
IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& tint_col = ImVec4(1, 1, 1, 1), const ImVec4& border_col = ImVec4(0, 0, 0, 0)); IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& tint_col = ImVec4(1, 1, 1, 1), const ImVec4& border_col = ImVec4(0, 0, 0, 0));
IMGUI_API bool ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); IMGUI_API bool ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1));
// Widgets: Combo Box // Widgets: Combo Box (Dropdown)
// - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
// - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created. // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created.
IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0); IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
@ -2971,7 +2971,7 @@ namespace ImGui
// OBSOLETED in 1.81 (from February 2021) // OBSOLETED in 1.81 (from February 2021)
IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // Helper to calculate size from items_count and height_in_items IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // Helper to calculate size from items_count and height_in_items
static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); } static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); }
static inline void ListBoxFooter() { EndListBox(); } static inline void ListBoxFooter() { EndListBox(); }
// OBSOLETED in 1.79 (from August 2020) // OBSOLETED in 1.79 (from August 2020)
static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry! static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry!

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@ -1084,6 +1084,7 @@ static void ShowDemoWindowWidgets()
IMGUI_DEMO_MARKER("Widgets/Combo"); IMGUI_DEMO_MARKER("Widgets/Combo");
if (ImGui::TreeNode("Combo")) if (ImGui::TreeNode("Combo"))
{ {
// Combo Boxes are also called "Dropdown" in other systems
// Expose flags as checkbox for the demo // Expose flags as checkbox for the demo
static ImGuiComboFlags flags = 0; static ImGuiComboFlags flags = 0;
ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", &flags, ImGuiComboFlags_PopupAlignLeft); ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", &flags, ImGuiComboFlags_PopupAlignLeft);

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@ -6965,9 +6965,9 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
// 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) // 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)
// 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. // 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.
ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus; ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus;
if (window->Flags & ImGuiWindowFlags_ChildMenu) if (window->Flags & ImGuiWindowFlags_ChildMenu)
flags |= ImGuiWindowFlags_ChildWindow; window_flags |= ImGuiWindowFlags_ChildWindow;
// If a menu with same the ID was already submitted, we will append to it, matching the behavior of Begin(). // If a menu with same the ID was already submitted, we will append to it, matching the behavior of Begin().
// 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. // 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.
@ -6975,7 +6975,7 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
if (g.MenusIdSubmittedThisFrame.contains(id)) if (g.MenusIdSubmittedThisFrame.contains(id))
{ {
if (menu_is_open) if (menu_is_open)
menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) menu_is_open = BeginPopupEx(id, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
else else
g.NextWindowData.ClearFlags(); // we behave like Begin() and need to consume those values g.NextWindowData.ClearFlags(); // we behave like Begin() and need to consume those values
return menu_is_open; return menu_is_open;
@ -7112,23 +7112,23 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0)); IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0));
PopID(); PopID();
if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size) if (want_open && !menu_is_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size)
{ {
// Don't recycle same menu level in the same frame, first close the other menu and yield for a frame. // Don't reopen/recycle same menu level in the same frame, first close the other menu and yield for a frame.
OpenPopup(label); OpenPopup(label);
return false;
} }
else if (want_open)
menu_is_open |= want_open; {
if (want_open) menu_is_open = true;
OpenPopup(label); OpenPopup(label);
}
if (menu_is_open) if (menu_is_open)
{ {
ImGuiLastItemData last_item_in_parent = g.LastItemData; ImGuiLastItemData last_item_in_parent = g.LastItemData;
SetNextWindowPos(popup_pos, ImGuiCond_Always); // Note: misleading: the value will serve as reference for FindBestWindowPosForPopup(), not actual pos. SetNextWindowPos(popup_pos, ImGuiCond_Always); // Note: misleading: the value will serve as reference for FindBestWindowPosForPopup(), not actual pos.
PushStyleVar(ImGuiStyleVar_ChildRounding, style.PopupRounding); // First level will use _PopupRounding, subsequent will use _ChildRounding PushStyleVar(ImGuiStyleVar_ChildRounding, style.PopupRounding); // First level will use _PopupRounding, subsequent will use _ChildRounding
menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) menu_is_open = BeginPopupEx(id, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
PopStyleVar(); PopStyleVar();
if (menu_is_open) if (menu_is_open)
{ {