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https://github.com/Drezil/imgui.git
synced 2024-11-22 11:57:00 +00:00
Internals: Removed unecessary Pos/PosFloat separation, only reason appears to be mostly pre-1.0. The only piece of code that I expected sub-pixel window position to matter actually already round its delta (wrongly so, will fix later/separately if we want).
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parent
7ebdadf92b
commit
01fa934222
43
imgui.cpp
43
imgui.cpp
@ -1924,7 +1924,7 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name)
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ID = ImHash(name, 0);
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IDStack.push_back(ID);
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Flags = 0;
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PosFloat = Pos = ImVec2(0.0f, 0.0f);
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Pos = ImVec2(0.0f, 0.0f);
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Size = SizeFull = ImVec2(0.0f, 0.0f);
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SizeContents = SizeContentsExplicit = ImVec2(0.0f, 0.0f);
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WindowPadding = ImVec2(0.0f, 0.0f);
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@ -2900,8 +2900,8 @@ static void ImGui::NavUpdateWindowing()
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if (move_delta.x != 0.0f || move_delta.y != 0.0f)
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{
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const float NAV_MOVE_SPEED = 800.0f;
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const float move_speed = ImFloor(NAV_MOVE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y));
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g.NavWindowingTarget->PosFloat += move_delta * move_speed;
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const float move_speed = ImFloor(NAV_MOVE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); // FIXME: Doesn't code variable framerate very well
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g.NavWindowingTarget->Pos += move_delta * move_speed;
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g.NavDisableMouseHover = true;
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MarkIniSettingsDirty(g.NavWindowingTarget);
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}
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@ -3267,10 +3267,10 @@ static void ImGui::NewFrameUpdateMovingWindow()
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if (g.IO.MouseDown[0])
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{
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ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
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if (moving_window->PosFloat.x != pos.x || moving_window->PosFloat.y != pos.y)
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if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y)
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{
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MarkIniSettingsDirty(moving_window);
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moving_window->PosFloat = pos;
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moving_window->Pos = pos;
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}
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FocusWindow(g.MovingWindow);
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}
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@ -3534,7 +3534,6 @@ void ImGui::NewFrame()
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const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
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window->Pos += offset;
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window->PosFloat += offset;
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window->Size *= scale;
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window->SizeFull *= scale;
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}
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@ -5314,12 +5313,12 @@ static ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window)
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r_avoid = ImRect(-FLT_MAX, parent_menu->Pos.y + parent_menu->TitleBarHeight(), FLT_MAX, parent_menu->Pos.y + parent_menu->TitleBarHeight() + parent_menu->MenuBarHeight());
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else
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r_avoid = ImRect(parent_menu->Pos.x + horizontal_overlap, -FLT_MAX, parent_menu->Pos.x + parent_menu->Size.x - horizontal_overlap - parent_menu->ScrollbarSizes.x, FLT_MAX);
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return FindBestWindowPosForPopupEx(window->PosFloat, window->Size, &window->AutoPosLastDirection, r_screen, r_avoid);
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return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_screen, r_avoid);
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}
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if (window->Flags & ImGuiWindowFlags_Popup)
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{
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ImRect r_avoid(window->PosFloat.x - 1, window->PosFloat.y - 1, window->PosFloat.x + 1, window->PosFloat.y + 1);
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return FindBestWindowPosForPopupEx(window->PosFloat, window->Size, &window->AutoPosLastDirection, r_screen, r_avoid);
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ImRect r_avoid(window->Pos.x - 1, window->Pos.y - 1, window->Pos.x + 1, window->Pos.y + 1);
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return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_screen, r_avoid);
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}
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if (window->Flags & ImGuiWindowFlags_Tooltip)
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{
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@ -5364,7 +5363,7 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl
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g.WindowsById.SetVoidPtr(window->ID, window);
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// Default/arbitrary window position. Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
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window->Pos = window->PosFloat = ImVec2(60, 60);
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window->Pos = ImVec2(60, 60);
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// User can disable loading and saving of settings. Tooltip and child windows also don't store settings.
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if (!(flags & ImGuiWindowFlags_NoSavedSettings))
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@ -5373,11 +5372,10 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl
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if (ImGuiWindowSettings* settings = ImGui::FindWindowSettings(window->ID))
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{
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SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
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window->PosFloat = settings->Pos;
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window->Pos = ImFloor(window->PosFloat);
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window->Pos = ImFloor(settings->Pos);
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window->Collapsed = settings->Collapsed;
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if (ImLengthSqr(settings->Size) > 0.00001f)
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size = settings->Size;
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size = ImFloor(settings->Size);
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}
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}
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window->Size = window->SizeFull = window->SizeFullAtLastBegin = size;
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@ -5643,7 +5641,7 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
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}
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if (pos_target.x != FLT_MAX)
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{
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window->Pos = window->PosFloat = ImFloor(pos_target);
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window->Pos = ImFloor(pos_target);
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MarkIniSettingsDirty(window);
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}
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@ -5898,7 +5896,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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{
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window->AutoPosLastDirection = ImGuiDir_None;
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if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api)
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window->Pos = window->PosFloat = g.CurrentPopupStack.back().OpenPopupPos;
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window->Pos = g.CurrentPopupStack.back().OpenPopupPos;
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}
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// Position child window
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@ -5907,18 +5905,18 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->BeginOrderWithinParent = parent_window->DC.ChildWindows.Size;
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parent_window->DC.ChildWindows.push_back(window);
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if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip)
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window->Pos = window->PosFloat = parent_window->DC.CursorPos;
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window->Pos = parent_window->DC.CursorPos;
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}
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const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFrames == 0);
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if (window_pos_with_pivot)
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SetWindowPos(window, ImMax(style.DisplaySafeAreaPadding, window->SetWindowPosVal - window->SizeFull * window->SetWindowPosPivot), 0); // Position given a pivot (e.g. for centering)
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else if ((flags & ImGuiWindowFlags_ChildMenu) != 0)
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window->PosFloat = FindBestWindowPosForPopup(window);
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window->Pos = FindBestWindowPosForPopup(window);
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else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize)
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window->PosFloat = FindBestWindowPosForPopup(window);
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window->Pos = FindBestWindowPosForPopup(window);
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else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip)
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window->PosFloat = FindBestWindowPosForPopup(window);
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window->Pos = FindBestWindowPosForPopup(window);
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// Clamp position so it stays visible
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if (!(flags & ImGuiWindowFlags_ChildWindow))
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@ -5926,11 +5924,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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if (!window_pos_set_by_api && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && g.IO.DisplaySize.x > 0.0f && g.IO.DisplaySize.y > 0.0f) // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
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{
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ImVec2 padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
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window->PosFloat = ImMax(window->PosFloat + window->Size, padding) - window->Size;
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window->PosFloat = ImMin(window->PosFloat, g.IO.DisplaySize - padding);
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window->Pos = ImMax(window->Pos + window->Size, padding) - window->Size;
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window->Pos = ImMin(window->Pos, g.IO.DisplaySize - padding);
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}
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}
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window->Pos = ImFloor(window->PosFloat);
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window->Pos = ImFloor(window->Pos);
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// Prepare for focus requests
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window->FocusIdxAllRequestCurrent = (window->FocusIdxAllRequestNext == INT_MAX || window->FocusIdxAllCounter == -1) ? INT_MAX : (window->FocusIdxAllRequestNext + (window->FocusIdxAllCounter+1)) % (window->FocusIdxAllCounter+1);
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@ -6899,7 +6897,6 @@ static void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
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// Set
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const ImVec2 old_pos = window->Pos;
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window->PosFloat = pos;
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window->Pos = ImFloor(pos);
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window->DC.CursorPos += (window->Pos - old_pos); // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor
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window->DC.CursorMaxPos += (window->Pos - old_pos); // And more importantly we need to adjust this so size calculation doesn't get affected.
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@ -892,8 +892,7 @@ struct IMGUI_API ImGuiWindow
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char* Name;
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ImGuiID ID; // == ImHash(Name)
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ImGuiWindowFlags Flags; // See enum ImGuiWindowFlags_
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ImVec2 PosFloat;
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ImVec2 Pos; // Position rounded-up to nearest pixel
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ImVec2 Pos; // Position (always rounded-up to nearest pixel)
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ImVec2 Size; // Current size (==SizeFull or collapsed title bar size)
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ImVec2 SizeFull; // Size when non collapsed
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ImVec2 SizeFullAtLastBegin; // Copy of SizeFull at the end of Begin. This is the reference value we'll use on the next frame to decide if we need scrollbars.
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