Internal: Minor tidying/reordering of sections within ImGuiContext / window DC.

This commit is contained in:
omar 2019-05-13 11:25:38 +02:00
parent 7355c84701
commit 0b485f12d7
3 changed files with 41 additions and 26 deletions

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@ -6786,7 +6786,7 @@ void ImGui::BeginGroup()
group_data.BackupCurrentLineTextBaseOffset = window->DC.CurrentLineTextBaseOffset; group_data.BackupCurrentLineTextBaseOffset = window->DC.CurrentLineTextBaseOffset;
group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;
group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive; group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;
group_data.AdvanceCursor = true; group_data.EmitItem = true;
window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x; window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x;
window->DC.Indent = window->DC.GroupOffset; window->DC.Indent = window->DC.GroupOffset;
@ -6804,8 +6804,7 @@ void ImGui::EndGroup()
ImGuiGroupData& group_data = window->DC.GroupStack.back(); ImGuiGroupData& group_data = window->DC.GroupStack.back();
ImRect group_bb(group_data.BackupCursorPos, window->DC.CursorMaxPos); ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos));
group_bb.Max = ImMax(group_bb.Min, group_bb.Max);
window->DC.CursorPos = group_data.BackupCursorPos; window->DC.CursorPos = group_data.BackupCursorPos;
window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos); window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos);
@ -6816,13 +6815,16 @@ void ImGui::EndGroup()
if (g.LogEnabled) if (g.LogEnabled)
g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return
if (group_data.AdvanceCursor) if (!group_data.EmitItem)
{ {
window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrentLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now. window->DC.GroupStack.pop_back();
ItemSize(group_bb.GetSize(), 0.0f); return;
ItemAdd(group_bb, 0);
} }
window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrentLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now.
ItemSize(group_bb.GetSize(), 0.0f);
ItemAdd(group_bb, 0);
// If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group. // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group.
// It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets. // It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets.
// Also if you grep for LastItemId you'll notice it is only used in that context. // Also if you grep for LastItemId you'll notice it is only used in that context.

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@ -575,7 +575,7 @@ struct ImGuiGroupData
float BackupCurrentLineTextBaseOffset; float BackupCurrentLineTextBaseOffset;
ImGuiID BackupActiveIdIsAlive; ImGuiID BackupActiveIdIsAlive;
bool BackupActiveIdPreviousFrameIsAlive; bool BackupActiveIdPreviousFrameIsAlive;
bool AdvanceCursor; bool EmitItem;
}; };
// Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper. // Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper.
@ -818,11 +818,12 @@ struct ImGuiContext
float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window. float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window.
float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height. float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height.
ImDrawListSharedData DrawListSharedData; ImDrawListSharedData DrawListSharedData;
double Time; double Time;
int FrameCount; int FrameCount;
int FrameCountEnded; int FrameCountEnded;
int FrameCountRendered; int FrameCountRendered;
// Windows state
ImVector<ImGuiWindow*> Windows; // Windows, sorted in display order, back to front ImVector<ImGuiWindow*> Windows; // Windows, sorted in display order, back to front
ImVector<ImGuiWindow*> WindowsFocusOrder; // Windows, sorted in focus order, back to front ImVector<ImGuiWindow*> WindowsFocusOrder; // Windows, sorted in focus order, back to front
ImVector<ImGuiWindow*> WindowsSortBuffer; ImVector<ImGuiWindow*> WindowsSortBuffer;
@ -832,39 +833,45 @@ struct ImGuiContext
ImGuiWindow* CurrentWindow; // Being drawn into ImGuiWindow* CurrentWindow; // Being drawn into
ImGuiWindow* HoveredWindow; // Will catch mouse inputs ImGuiWindow* HoveredWindow; // Will catch mouse inputs
ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only) ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only)
ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow.
// Item/widgets state and tracking information
ImGuiID HoveredId; // Hovered widget ImGuiID HoveredId; // Hovered widget
bool HoveredIdAllowOverlap; bool HoveredIdAllowOverlap;
ImGuiID HoveredIdPreviousFrame; ImGuiID HoveredIdPreviousFrame;
float HoveredIdTimer; // Measure contiguous hovering time float HoveredIdTimer; // Measure contiguous hovering time
float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active
ImGuiID ActiveId; // Active widget ImGuiID ActiveId; // Active widget
ImGuiID ActiveIdPreviousFrame;
ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame) ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame)
float ActiveIdTimer; float ActiveIdTimer;
bool ActiveIdIsJustActivated; // Set at the time of activation for one frame bool ActiveIdIsJustActivated; // Set at the time of activation for one frame
bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always) bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always)
bool ActiveIdHasBeenPressed; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch. bool ActiveIdHasBeenPressed; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch.
bool ActiveIdHasBeenEdited; // Was the value associated to the widget Edited over the course of the Active state. bool ActiveIdHasBeenEdited; // Was the value associated to the widget Edited over the course of the Active state.
bool ActiveIdPreviousFrameIsAlive;
bool ActiveIdPreviousFrameHasBeenEdited;
int ActiveIdAllowNavDirFlags; // Active widget allows using directional navigation (e.g. can activate a button and move away from it) int ActiveIdAllowNavDirFlags; // Active widget allows using directional navigation (e.g. can activate a button and move away from it)
int ActiveIdBlockNavInputFlags; int ActiveIdBlockNavInputFlags;
ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
ImGuiWindow* ActiveIdWindow; ImGuiWindow* ActiveIdWindow;
ImGuiWindow* ActiveIdPreviousFrameWindow;
ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard) ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard)
ImGuiID ActiveIdPreviousFrame;
bool ActiveIdPreviousFrameIsAlive;
bool ActiveIdPreviousFrameHasBeenEdited;
ImGuiWindow* ActiveIdPreviousFrameWindow;
ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation. ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation.
float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation. float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation.
ImVec2 LastValidMousePos;
ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow. // Next window/item data
ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions
bool NextTreeNodeOpenVal; // Storage for SetNextTreeNode** functions
ImGuiCond NextTreeNodeOpenCond;
// Shared stacks
ImVector<ImGuiColorMod> ColorModifiers; // Stack for PushStyleColor()/PopStyleColor() ImVector<ImGuiColorMod> ColorModifiers; // Stack for PushStyleColor()/PopStyleColor()
ImVector<ImGuiStyleMod> StyleModifiers; // Stack for PushStyleVar()/PopStyleVar() ImVector<ImGuiStyleMod> StyleModifiers; // Stack for PushStyleVar()/PopStyleVar()
ImVector<ImFont*> FontStack; // Stack for PushFont()/PopFont() ImVector<ImFont*> FontStack; // Stack for PushFont()/PopFont()
ImVector<ImGuiPopupData>OpenPopupStack; // Which popups are open (persistent) ImVector<ImGuiPopupData>OpenPopupStack; // Which popups are open (persistent)
ImVector<ImGuiPopupData>BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) ImVector<ImGuiPopupData>BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame)
ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions
bool NextTreeNodeOpenVal; // Storage for SetNextTreeNode** functions
ImGuiCond NextTreeNodeOpenCond;
// Navigation data (for gamepad/keyboard) // Navigation data (for gamepad/keyboard)
ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow' ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow'
@ -948,6 +955,7 @@ struct ImGuiContext
ImVector<ImGuiTabBarSortItem> TabSortByWidthBuffer; ImVector<ImGuiTabBarSortItem> TabSortByWidthBuffer;
// Widget state // Widget state
ImVec2 LastValidMousePos;
ImGuiInputTextState InputTextState; ImGuiInputTextState InputTextState;
ImFont InputTextPasswordFont; ImFont InputTextPasswordFont;
ImGuiID TempInputTextId; // Temporary text input when CTRL+clicking on a slider, etc. ImGuiID TempInputTextId; // Temporary text input when CTRL+clicking on a slider, etc.
@ -1003,37 +1011,41 @@ struct ImGuiContext
FontSize = FontBaseSize = 0.0f; FontSize = FontBaseSize = 0.0f;
FontAtlasOwnedByContext = shared_font_atlas ? false : true; FontAtlasOwnedByContext = shared_font_atlas ? false : true;
IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)(); IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)();
Time = 0.0f; Time = 0.0f;
FrameCount = 0; FrameCount = 0;
FrameCountEnded = FrameCountRendered = -1; FrameCountEnded = FrameCountRendered = -1;
WindowsActiveCount = 0; WindowsActiveCount = 0;
CurrentWindow = NULL; CurrentWindow = NULL;
HoveredWindow = NULL; HoveredWindow = NULL;
HoveredRootWindow = NULL; HoveredRootWindow = NULL;
MovingWindow = NULL;
HoveredId = 0; HoveredId = 0;
HoveredIdAllowOverlap = false; HoveredIdAllowOverlap = false;
HoveredIdPreviousFrame = 0; HoveredIdPreviousFrame = 0;
HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f; HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f;
ActiveId = 0; ActiveId = 0;
ActiveIdPreviousFrame = 0;
ActiveIdIsAlive = 0; ActiveIdIsAlive = 0;
ActiveIdTimer = 0.0f; ActiveIdTimer = 0.0f;
ActiveIdIsJustActivated = false; ActiveIdIsJustActivated = false;
ActiveIdAllowOverlap = false; ActiveIdAllowOverlap = false;
ActiveIdHasBeenPressed = false; ActiveIdHasBeenPressed = false;
ActiveIdHasBeenEdited = false; ActiveIdHasBeenEdited = false;
ActiveIdPreviousFrameIsAlive = false;
ActiveIdPreviousFrameHasBeenEdited = false;
ActiveIdAllowNavDirFlags = 0x00; ActiveIdAllowNavDirFlags = 0x00;
ActiveIdBlockNavInputFlags = 0x00; ActiveIdBlockNavInputFlags = 0x00;
ActiveIdClickOffset = ImVec2(-1,-1); ActiveIdClickOffset = ImVec2(-1,-1);
ActiveIdWindow = ActiveIdPreviousFrameWindow = NULL; ActiveIdWindow = NULL;
ActiveIdSource = ImGuiInputSource_None; ActiveIdSource = ImGuiInputSource_None;
ActiveIdPreviousFrame = 0;
ActiveIdPreviousFrameIsAlive = false;
ActiveIdPreviousFrameHasBeenEdited = false;
ActiveIdPreviousFrameWindow = NULL;
LastActiveId = 0; LastActiveId = 0;
LastActiveIdTimer = 0.0f; LastActiveIdTimer = 0.0f;
LastValidMousePos = ImVec2(0.0f, 0.0f);
MovingWindow = NULL;
NextTreeNodeOpenVal = false; NextTreeNodeOpenVal = false;
NextTreeNodeOpenCond = 0; NextTreeNodeOpenCond = 0;
@ -1087,6 +1099,7 @@ struct ImGuiContext
CurrentTabBar = NULL; CurrentTabBar = NULL;
LastValidMousePos = ImVec2(0.0f, 0.0f);
TempInputTextId = 0; TempInputTextId = 0;
ColorEditOptions = ImGuiColorEditFlags__OptionsDefault; ColorEditOptions = ImGuiColorEditFlags__OptionsDefault;
DragCurrentAccumDirty = false; DragCurrentAccumDirty = false;

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@ -5903,7 +5903,7 @@ void ImGui::EndMenuBar()
PopClipRect(); PopClipRect();
PopID(); PopID();
window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->MenuBarRect().Min.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos. window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->MenuBarRect().Min.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos.
window->DC.GroupStack.back().AdvanceCursor = false; window->DC.GroupStack.back().EmitItem = false;
EndGroup(); // Restore position on layer 0 EndGroup(); // Restore position on layer 0
window->DC.LayoutType = ImGuiLayoutType_Vertical; window->DC.LayoutType = ImGuiLayoutType_Vertical;
window->DC.NavLayerCurrent = ImGuiNavLayer_Main; window->DC.NavLayerCurrent = ImGuiNavLayer_Main;