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Internal: Minor tidying/reordering of sections within ImGuiContext / window DC.
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parent
7355c84701
commit
0b485f12d7
16
imgui.cpp
16
imgui.cpp
@ -6786,7 +6786,7 @@ void ImGui::BeginGroup()
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group_data.BackupCurrentLineTextBaseOffset = window->DC.CurrentLineTextBaseOffset;
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group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;
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group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;
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group_data.AdvanceCursor = true;
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group_data.EmitItem = true;
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window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x;
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window->DC.Indent = window->DC.GroupOffset;
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@ -6804,8 +6804,7 @@ void ImGui::EndGroup()
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ImGuiGroupData& group_data = window->DC.GroupStack.back();
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ImRect group_bb(group_data.BackupCursorPos, window->DC.CursorMaxPos);
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group_bb.Max = ImMax(group_bb.Min, group_bb.Max);
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ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos));
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window->DC.CursorPos = group_data.BackupCursorPos;
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window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos);
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@ -6816,13 +6815,16 @@ void ImGui::EndGroup()
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if (g.LogEnabled)
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g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return
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if (group_data.AdvanceCursor)
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if (!group_data.EmitItem)
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{
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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.
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ItemSize(group_bb.GetSize(), 0.0f);
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ItemAdd(group_bb, 0);
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window->DC.GroupStack.pop_back();
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return;
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}
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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.
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ItemSize(group_bb.GetSize(), 0.0f);
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ItemAdd(group_bb, 0);
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// 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.
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// 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.
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// 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
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float BackupCurrentLineTextBaseOffset;
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ImGuiID BackupActiveIdIsAlive;
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bool BackupActiveIdPreviousFrameIsAlive;
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bool AdvanceCursor;
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bool EmitItem;
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};
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// Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper.
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@ -818,11 +818,12 @@ struct ImGuiContext
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float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window.
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float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height.
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ImDrawListSharedData DrawListSharedData;
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double Time;
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int FrameCount;
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int FrameCountEnded;
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int FrameCountRendered;
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// Windows state
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ImVector<ImGuiWindow*> Windows; // Windows, sorted in display order, back to front
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ImVector<ImGuiWindow*> WindowsFocusOrder; // Windows, sorted in focus order, back to front
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ImVector<ImGuiWindow*> WindowsSortBuffer;
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@ -832,39 +833,45 @@ struct ImGuiContext
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ImGuiWindow* CurrentWindow; // Being drawn into
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ImGuiWindow* HoveredWindow; // Will catch mouse inputs
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ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only)
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ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow.
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// Item/widgets state and tracking information
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ImGuiID HoveredId; // Hovered widget
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bool HoveredIdAllowOverlap;
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ImGuiID HoveredIdPreviousFrame;
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float HoveredIdTimer; // Measure contiguous hovering time
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float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active
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ImGuiID ActiveId; // Active widget
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ImGuiID ActiveIdPreviousFrame;
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ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame)
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float ActiveIdTimer;
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bool ActiveIdIsJustActivated; // Set at the time of activation for one frame
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bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always)
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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.
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bool ActiveIdHasBeenEdited; // Was the value associated to the widget Edited over the course of the Active state.
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bool ActiveIdPreviousFrameIsAlive;
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bool ActiveIdPreviousFrameHasBeenEdited;
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int ActiveIdAllowNavDirFlags; // Active widget allows using directional navigation (e.g. can activate a button and move away from it)
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int ActiveIdBlockNavInputFlags;
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ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
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ImGuiWindow* ActiveIdWindow;
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ImGuiWindow* ActiveIdPreviousFrameWindow;
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ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard)
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ImGuiID ActiveIdPreviousFrame;
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bool ActiveIdPreviousFrameIsAlive;
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bool ActiveIdPreviousFrameHasBeenEdited;
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ImGuiWindow* ActiveIdPreviousFrameWindow;
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ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation.
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float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation.
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ImVec2 LastValidMousePos;
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ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow.
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// Next window/item data
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ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions
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bool NextTreeNodeOpenVal; // Storage for SetNextTreeNode** functions
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ImGuiCond NextTreeNodeOpenCond;
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// Shared stacks
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ImVector<ImGuiColorMod> ColorModifiers; // Stack for PushStyleColor()/PopStyleColor()
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ImVector<ImGuiStyleMod> StyleModifiers; // Stack for PushStyleVar()/PopStyleVar()
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ImVector<ImFont*> FontStack; // Stack for PushFont()/PopFont()
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ImVector<ImGuiPopupData>OpenPopupStack; // Which popups are open (persistent)
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ImVector<ImGuiPopupData>BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame)
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ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions
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bool NextTreeNodeOpenVal; // Storage for SetNextTreeNode** functions
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ImGuiCond NextTreeNodeOpenCond;
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// Navigation data (for gamepad/keyboard)
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ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow'
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@ -948,6 +955,7 @@ struct ImGuiContext
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ImVector<ImGuiTabBarSortItem> TabSortByWidthBuffer;
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// Widget state
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ImVec2 LastValidMousePos;
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ImGuiInputTextState InputTextState;
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ImFont InputTextPasswordFont;
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ImGuiID TempInputTextId; // Temporary text input when CTRL+clicking on a slider, etc.
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@ -1003,37 +1011,41 @@ struct ImGuiContext
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FontSize = FontBaseSize = 0.0f;
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FontAtlasOwnedByContext = shared_font_atlas ? false : true;
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IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)();
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Time = 0.0f;
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FrameCount = 0;
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FrameCountEnded = FrameCountRendered = -1;
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WindowsActiveCount = 0;
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CurrentWindow = NULL;
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HoveredWindow = NULL;
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HoveredRootWindow = NULL;
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MovingWindow = NULL;
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HoveredId = 0;
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HoveredIdAllowOverlap = false;
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HoveredIdPreviousFrame = 0;
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HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f;
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ActiveId = 0;
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ActiveIdPreviousFrame = 0;
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ActiveIdIsAlive = 0;
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ActiveIdTimer = 0.0f;
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ActiveIdIsJustActivated = false;
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ActiveIdAllowOverlap = false;
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ActiveIdHasBeenPressed = false;
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ActiveIdHasBeenEdited = false;
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ActiveIdPreviousFrameIsAlive = false;
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ActiveIdPreviousFrameHasBeenEdited = false;
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ActiveIdAllowNavDirFlags = 0x00;
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ActiveIdBlockNavInputFlags = 0x00;
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ActiveIdClickOffset = ImVec2(-1,-1);
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ActiveIdWindow = ActiveIdPreviousFrameWindow = NULL;
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ActiveIdWindow = NULL;
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ActiveIdSource = ImGuiInputSource_None;
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ActiveIdPreviousFrame = 0;
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ActiveIdPreviousFrameIsAlive = false;
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ActiveIdPreviousFrameHasBeenEdited = false;
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ActiveIdPreviousFrameWindow = NULL;
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LastActiveId = 0;
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LastActiveIdTimer = 0.0f;
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LastValidMousePos = ImVec2(0.0f, 0.0f);
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MovingWindow = NULL;
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NextTreeNodeOpenVal = false;
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NextTreeNodeOpenCond = 0;
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@ -1087,6 +1099,7 @@ struct ImGuiContext
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CurrentTabBar = NULL;
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LastValidMousePos = ImVec2(0.0f, 0.0f);
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TempInputTextId = 0;
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ColorEditOptions = ImGuiColorEditFlags__OptionsDefault;
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DragCurrentAccumDirty = false;
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@ -5903,7 +5903,7 @@ void ImGui::EndMenuBar()
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PopClipRect();
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PopID();
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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.
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window->DC.GroupStack.back().AdvanceCursor = false;
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window->DC.GroupStack.back().EmitItem = false;
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EndGroup(); // Restore position on layer 0
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window->DC.LayoutType = ImGuiLayoutType_Vertical;
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window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
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