diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index febb3349..8af1989a 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -50,6 +50,8 @@ Other Changes: - Tabs: Added ImGuiTabBarFlags_TabListPopupButton flag to show a popup button on manual tab bars. (#261, #351) - Tabs: Removed ImGuiTabBarFlags_NoTabListPopupButton which was available in 1.67 but actually had zero use. - Tabs: Fixed a minor clipping glitch when changing style's FramePadding from frame to frame. +- Menus: Tweaked horizontal overlap between parent and child menu (to help convey relative depth) + from using style.ItemSpacing.x to style.ItemInnerSpacing.x, the later being expected to be smaller. (#1086) - RadioButton: Fixed label horizontal alignment to precisely match Checkbox(). - Window: When resizing from an edge, the border is more visible and better follow the rounded corners. - ImDrawList: Fixed AddCircle(), AddCircleFilled() angle step being off, which was visible when drawing a "circle" diff --git a/docs/TODO.txt b/docs/TODO.txt index a183e67c..114bd995 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -159,6 +159,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - listbox: user may want to initial scroll to focus on the one selected value? - listbox: expose hovered item for a basic ListBox - listbox: keyboard navigation. + - listbox: disable capturing mouse wheel if the listbox has no scrolling. (#1681) - listbox: scrolling should track modified selection. !- popups/menus: clarify usage of popups id, how MenuItem/Selectable closing parent popups affects the ID, etc. this is quite fishy needs improvement! (#331, #402) diff --git a/imgui.cpp b/imgui.cpp index f8c7ed69..6380b478 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -7078,11 +7078,11 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) ImRect r_outer = GetWindowAllowedExtentRect(window); if (window->Flags & ImGuiWindowFlags_ChildMenu) { - // Child menus typically request _any_ position within the parent menu item, and then our FindBestWindowPosForPopup() function will move the new menu outside the parent bounds. + // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds. // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu. IM_ASSERT(g.CurrentWindow == window); ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2]; - float horizontal_overlap = g.Style.ItemSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x). + float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x). ImRect r_avoid; if (parent_window->DC.MenuBarAppending) r_avoid = ImRect(-FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight(), FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight() + parent_window->MenuBarHeight()); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 35316d69..b161015d 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5573,7 +5573,9 @@ bool ImGui::BeginMenu(const char* label, bool enabled) if (menuset_is_open) g.NavWindow = window; // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent) - // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu (using FindBestWindowPosForPopup). + // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu, + // However the final position is going to be different! It is choosen by FindBestWindowPosForPopup(). + // e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering. ImVec2 popup_pos, pos = window->DC.CursorPos; if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) { @@ -5613,13 +5615,14 @@ bool ImGui::BeginMenu(const char* label, bool enabled) { if (ImGuiWindow* next_window = g.OpenPopupStack[g.BeginPopupStack.Size].Window) { + // FIXME-DPI: Values should be derived from a master "scale" factor. ImRect next_window_rect = next_window->Rect(); ImVec2 ta = g.IO.MousePos - g.IO.MouseDelta; ImVec2 tb = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR(); ImVec2 tc = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR(); float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, 5.0f, 30.0f); // add a bit of extra slack. - ta.x += (window->Pos.x < next_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues - tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -100.0f); // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale? + ta.x += (window->Pos.x < next_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues + tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -100.0f); // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale? tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +100.0f); moving_within_opened_triangle = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos); //window->DrawList->PushClipRectFullScreen(); window->DrawList->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); window->DrawList->PopClipRect(); // Debug