Updated imgui.

This commit is contained in:
Branimir Karadžić 2015-05-28 16:11:56 -07:00
parent ff01992cb7
commit da32498c6a

View file

@ -2209,45 +2209,6 @@ void ImGui::NewFrame()
ImGui::Begin("Debug");
}
static void CloseInactivePopups()
{
ImGuiState& g = *GImGui;
if (g.OpenedPopupStack.empty())
return;
// User has clicked outside of a popup
if (!g.FocusedWindow)
{
g.OpenedPopupStack.resize(0);
return;
}
// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it
// Don't close our own child popup windows
int n;
for (n = 0; n < (int)g.OpenedPopupStack.size(); n++)
{
ImGuiPopupRef& popup = g.OpenedPopupStack[n];
if (!popup.Window)
continue;
IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);
if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow)
{
if (g.FocusedWindow->RootWindow != popup.Window->RootWindow)
break;
}
else
{
bool has_focus = false;
for (int m = n; m < (int)g.OpenedPopupStack.size() && !has_focus; m++)
has_focus = (g.OpenedPopupStack[m].Window && g.OpenedPopupStack[m].Window->RootWindow == g.FocusedWindow->RootWindow);
if (!has_focus)
break;
}
}
g.OpenedPopupStack.resize(n);
}
// NB: behavior of ImGui after Shutdown() is not tested/guaranteed at the moment. This function is merely here to free heap allocations.
void ImGui::Shutdown()
{
@ -3093,9 +3054,50 @@ void ImGui::OpenPopup(const char* str_id)
ImGuiState& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
const ImGuiID id = window->GetID(str_id);
g.OpenedPopupStack.resize(g.CurrentPopupStack.size() + 1);
if (g.OpenedPopupStack.back().PopupID != id)
g.OpenedPopupStack.back() = ImGuiPopupRef(id, window, window->GetID("##menus"));
size_t current_stack_size = g.CurrentPopupStack.size();
ImGuiPopupRef popup_ref = ImGuiPopupRef(id, window, window->GetID("##menus")); // Tagged as new ref because constructor sets Window to NULL (we are passing the ParentWindow info here)
if (g.OpenedPopupStack.size() < current_stack_size + 1)
g.OpenedPopupStack.push_back(popup_ref);
else if (g.OpenedPopupStack[current_stack_size].PopupID != id)
{
g.OpenedPopupStack.resize(current_stack_size+1);
g.OpenedPopupStack[current_stack_size] = popup_ref;
}
}
static void CloseInactivePopups()
{
ImGuiState& g = *GImGui;
if (g.OpenedPopupStack.empty())
return;
// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it
// Don't close our own child popup windows
int n = 0;
if (g.FocusedWindow)
{
for (n = 0; n < (int)g.OpenedPopupStack.size(); n++)
{
ImGuiPopupRef& popup = g.OpenedPopupStack[n];
if (!popup.Window)
continue;
IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);
if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow)
{
if (g.FocusedWindow->RootWindow != popup.Window->RootWindow)
break;
}
else
{
bool has_focus = false;
for (int m = n; m < (int)g.OpenedPopupStack.size() && !has_focus; m++)
has_focus = (g.OpenedPopupStack[m].Window && g.OpenedPopupStack[m].Window->RootWindow == g.FocusedWindow->RootWindow);
if (!has_focus)
break;
}
}
}
g.OpenedPopupStack.resize(n);
}
static void ClosePopupToLevel(int remaining)
@ -3108,15 +3110,6 @@ static void ClosePopupToLevel(int remaining)
g.OpenedPopupStack.resize(remaining);
}
static void ClosePopup(const char* str_id) // not exposed because 'id' scope is misleading
{
ImGuiState& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
const ImGuiID id = window->GetID(str_id);
if (IsPopupOpen(id))
ClosePopupToLevel((int)g.CurrentPopupStack.size());
}
// Close the popup we have begin-ed into.
void ImGui::CloseCurrentPopup()
{
@ -3411,9 +3404,9 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl
}
// Push a new ImGui window to add widgets to.
// - 'size' for a regular window denote the initial size for first-time creation (no saved data) and isn't that useful. Use SetNextWindowSize() prior to calling Begin() for more flexible window manipulation.
// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.
// - Begin/End can be called multiple times during the frame with the same window name to append content.
// - 'size_on_first_use' for a regular window denote the initial size for first-time creation (no saved data) and isn't that useful. Use SetNextWindowSize() prior to calling Begin() for more flexible window manipulation.
// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file).
// You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file.
// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned.
@ -7694,7 +7687,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
if (menuset_opened)
g.FocusedWindow = backed_focused_window;
bool want_open = false;
bool want_open = false, want_close = false;
if (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu))
{
// Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers so menus feel more reactive.
@ -7716,18 +7709,20 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
}
}
if (opened && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_within_opened_triangle)
ClosePopup(label);
want_close = (opened && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_within_opened_triangle);
want_open = (!opened && hovered && !moving_within_opened_triangle) || (!opened && hovered && pressed);
}
else if (opened && pressed && menuset_opened) // menu-bar: click open menu to close
{
ClosePopup(label);
want_close = true;
want_open = opened = false;
}
else if (pressed || (hovered && menuset_opened && !opened)) // menu-bar: first click to open, then hover to open others
want_open = true;
if (want_close && IsPopupOpen(id))
ClosePopupToLevel((int)GImGui->CurrentPopupStack.size());
if (!opened && want_open && g.OpenedPopupStack.size() > g.CurrentPopupStack.size())
{
// Don't recycle same menu level in the same frame, first close the other menu and yield for a frame.