bool HY_ImGui_BeginMainStatusBar()
{
ImGuiContext& g = *GImGui;
ImGuiViewportP* viewport = g.Viewports[0];
ImGuiWindow* menu_bar_window = ImGui::FindWindowByName("##MainStatusBar");
// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set.
g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f));
// Get our rectangle at the top of the work area
//__debugbreak();
if (menu_bar_window == NULL || menu_bar_window->BeginCount == 0)
{
// Set window position
// We don't attempt to calculate our height ahead, as it depends on the per-viewport font size. However menu-bar will affect the minimum window size so we'll get the right height.
ImVec2 menu_bar_pos = viewport->Pos + viewport->CurrWorkOffsetMin;
ImVec2 menu_bar_size = ImVec2(viewport->Size.x - viewport->CurrWorkOffsetMin.x + viewport->CurrWorkOffsetMax.x, 1.0f);
ImGui::SetNextWindowPos(menu_bar_pos);
ImGui::SetNextWindowSize(menu_bar_size);
}
// Create window
ImGui::SetNextWindowViewport(viewport->ID); // Enforce viewport so we don't create our own viewport when ImGuiConfigFlags_ViewportsNoMerge is set.
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
ImGui::PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); // Lift normal size constraint, however the presence of a menu-bar will give us the minimum height we want.
ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar;
bool is_open = ImGui::Begin("##MainStatusBar", NULL, window_flags) && ImGui::BeginMenuBar();
ImGui::PopStyleVar(2);
// Report our size into work area (for next frame) using actual window size
menu_bar_window = ImGui::GetCurrentWindow();
if (menu_bar_window->BeginCount == 1)
viewport->CurrWorkOffsetMin.y += menu_bar_window->Size.y;
g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f);
if (!is_open)
{
ImGui::End();
return false;
}
return true; //-V1020
}
void HY_ImGui_EndMainStatusBar()
{
ImGui::EndMenuBar();
// When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window
// FIXME: With this strategy we won't be able to restore a NULL focus.
ImGuiContext& g = *GImGui;
if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest)
ImGui::FocusTopMostWindowUnderOne(g.NavWindow, NULL);
ImGui::End();
}
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