parent
0342a3c548
commit
24bd33ace8
@ -3623,7 +3623,7 @@ void ImGui::NewFrame()
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g.FrameCount += 1;
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g.TooltipOverrideCount = 0;
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g.WindowsActiveCount = 0;
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g.RenderedMenusId.resize(0);
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g.MenusIdSubmittedThisFrame.resize(0);
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// Setup current font and draw list shared data
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g.IO.Fonts->Locked = true;
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@ -3915,6 +3915,7 @@ void ImGui::Shutdown(ImGuiContext* context)
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g.ShrinkWidthBuffer.clear();
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g.PrivateClipboard.clear();
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g.MenusIdSubmittedThisFrame.clear();
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g.InputTextState.ClearFreeMemory();
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g.SettingsWindows.clear();
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3
imgui.h
3
imgui.h
@ -559,7 +559,8 @@ namespace ImGui
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// Widgets: Menus
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// - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
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// - Use BeginMainMenuBar() to create a menu bar at the top of the screen.
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// - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it.
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// - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it.
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IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
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IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!
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IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
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@ -288,6 +288,27 @@ void ImGui::ShowDemoWindow(bool* p_open)
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// Menu Bar
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if (ImGui::BeginMenuBar())
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{
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if (ImGui::BeginMenu("Foo"))
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{
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if (ImGui::BeginMenu("AAA"))
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{
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ImGui::EndMenu();
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}
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if (ImGui::BeginMenu("BBB"))
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{
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ImGui::EndMenu();
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}
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if (ImGui::BeginMenu("AAA"))
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{
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ImGui::EndMenu();
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}
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if (ImGui::BeginMenu("BBB"))
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{
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ImGui::EndMenu();
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}
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ImGui::EndMenu();
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}
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if (ImGui::BeginMenu("Menu"))
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{
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ShowExampleMenuFile();
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@ -3580,6 +3601,7 @@ static void ShowExampleMenuFile()
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}
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if (ImGui::MenuItem("Save", "Ctrl+S")) {}
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if (ImGui::MenuItem("Save As..")) {}
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ImGui::Separator();
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if (ImGui::BeginMenu("Options"))
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{
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@ -3591,13 +3613,12 @@ static void ShowExampleMenuFile()
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ImGui::EndChild();
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static float f = 0.5f;
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static int n = 0;
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static bool b = true;
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ImGui::SliderFloat("Value", &f, 0.0f, 1.0f);
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ImGui::InputFloat("Input", &f, 0.1f);
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ImGui::Combo("Combo", &n, "Yes\0No\0Maybe\0\0");
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ImGui::Checkbox("Check", &b);
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ImGui::EndMenu();
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}
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if (ImGui::BeginMenu("Colors"))
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{
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float sz = ImGui::GetTextLineHeight();
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@ -3612,6 +3633,17 @@ static void ShowExampleMenuFile()
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}
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ImGui::EndMenu();
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}
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// Here we demonstrate appending again to the "Options" menu (which we already created above)
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// Of course in this demo it is a little bit silly that this function calls BeginMenu("Options") twice.
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// In a real code-base using it would make senses to use this feature from very different code locations.
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if (ImGui::BeginMenu("Options")) // <-- Append!
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{
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static bool b = true;
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ImGui::Checkbox("SomeOption", &b);
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ImGui::EndMenu();
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}
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if (ImGui::BeginMenu("Disabled", false)) // Disabled
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{
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IM_ASSERT(0);
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@ -1159,7 +1159,7 @@ struct ImGuiContext
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float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage?
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int TooltipOverrideCount;
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ImVector<char> PrivateClipboard; // If no custom clipboard handler is defined
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ImVector<ImGuiID> RenderedMenusId; // A list of menu IDs that were rendered at least once
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ImVector<ImGuiID> MenusIdSubmittedThisFrame; // A list of menu IDs that were rendered at least once
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// Platform support
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ImVec2 PlatformImePos; // Cursor position request & last passed to the OS Input Method Editor
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@ -6223,25 +6223,26 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
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const ImGuiStyle& style = g.Style;
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const ImGuiID id = window->GetID(label);
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bool menu_is_open = IsPopupOpen(id);
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ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus;
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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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if (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu))
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ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus;
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if (window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu))
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flags |= ImGuiWindowFlags_ChildWindow;
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if (g.RenderedMenusId.contains(id))
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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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// If somehow this is ever becoming a problem we can switch to use e.g. a ImGuiStorager mapping key to last frame used.
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if (g.MenusIdSubmittedThisFrame.contains(id))
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{
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// Menu with same ID was already created - append to it.
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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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if (!menu_is_open)
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g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
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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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}
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else
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{
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g.RenderedMenusId.push_back(id); // Tag menu as used. Next time BeginMenu() with same ID is called it will append to existing menu.
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}
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// Tag menu as used. Next time BeginMenu() with same ID is called it will append to existing menu
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g.MenusIdSubmittedThisFrame.push_back(id);
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ImVec2 label_size = CalcTextSize(label, NULL, true);
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bool pressed;
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