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@@ -3729,15 +3729,27 @@ void ImGui::OpenPopupEx(ImGuiID id, bool reopen_existing)
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popup_ref.PopupId = id;
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popup_ref.Window = NULL;
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popup_ref.ParentWindow = parent_window;
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+ popup_ref.OpenFrameCount = g.FrameCount;
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popup_ref.OpenParentId = parent_window->IDStack.back();
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popup_ref.OpenMousePos = g.IO.MousePos;
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- popup_ref.OpenPopupPos = g.IO.MousePos; // NB: In the Navigation branch popup_pos may not use mouse_pos.
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+ popup_ref.OpenPopupPos = g.IO.MousePos; // NB: In the Navigation branch OpenPopupPos doesn't use the mouse position, hence the separation here.
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+
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if (g.OpenPopupStack.Size < current_stack_size + 1)
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+ {
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g.OpenPopupStack.push_back(popup_ref);
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+ }
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else if (reopen_existing || g.OpenPopupStack[current_stack_size].PopupId != id)
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{
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- g.OpenPopupStack.resize(current_stack_size+1);
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- g.OpenPopupStack[current_stack_size] = popup_ref;
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+ // Close child popups if any
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+ g.OpenPopupStack.resize(current_stack_size + 1);
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+
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+ // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui
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+ // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing
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+ // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand.
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+ if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1)
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+ g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount;
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+ else
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+ g.OpenPopupStack[current_stack_size] = popup_ref;
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// When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by CloseInactivePopups().
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// This is equivalent to what ClosePopupToLevel() does.
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