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@@ -6434,7 +6434,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window_stack_data.StackSizesOnBegin.SetToContextState(&g);
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g.CurrentWindowStack.push_back(window_stack_data);
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if (flags & ImGuiWindowFlags_ChildMenu)
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- g.BeginMenuCount++;
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+ g.BeginMenuDepth++;
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// Update ->RootWindow and others pointers (before any possible call to FocusWindow)
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if (first_begin_of_the_frame)
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@@ -7106,7 +7106,7 @@ void ImGui::End()
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// Pop from window stack
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g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup;
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if (window->Flags & ImGuiWindowFlags_ChildMenu)
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- g.BeginMenuCount--;
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+ g.BeginMenuDepth--;
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if (window->Flags & ImGuiWindowFlags_Popup)
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g.BeginPopupStack.pop_back();
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g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithContextState(&g);
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@@ -10926,7 +10926,7 @@ bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags)
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char name[20];
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if (flags & ImGuiWindowFlags_ChildMenu)
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- ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuCount); // Recycle windows based on depth
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+ ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuDepth); // Recycle windows based on depth
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else
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ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame
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