Moved CloseInactivePopups() and tweaked.

This commit is contained in:
ocornut 2015-05-28 23:04:29 +01:00
parent 95e2afcad6
commit 733e079081
1 changed files with 36 additions and 40 deletions

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()
{
@ -3098,6 +3059,41 @@ void ImGui::OpenPopup(const char* str_id)
g.OpenedPopupStack.back() = ImGuiPopupRef(id, window, window->GetID("##menus"));
}
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)
{
ImGuiState& g = *GImGui;
@ -3411,9 +3407,9 @@ 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.