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Viewport: Remove old code that never worked (testing wrong flag type, always false) + shuffled a few things in Begin() to clarify dependencies. Fixed viewport change on Begin/Begin/End/End patterns. (#1542)
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950539b768
commit
2ae19801a9
43
imgui.cpp
43
imgui.cpp
@ -5915,7 +5915,7 @@ static ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window)
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ImRect r_screen = FindScreenRectForWindow(window);
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if (window->Flags & ImGuiWindowFlags_ChildMenu)
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{
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// Child menus typically request _any_ position within the parent menu item, and then our FindBestPopupWindowPos() function will move the new menu outside the parent bounds.
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// Child menus typically request _any_ position within the parent menu item, and then our FindBestWindowPosForPopup() function will move the new menu outside the parent bounds.
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// This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
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IM_ASSERT(g.CurrentWindow == window);
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ImGuiWindow* parent_menu = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2];
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@ -6205,6 +6205,8 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
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}
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else if (window_follow_mouse_viewport && IsMousePosValid())
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{
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// 2018-04-13: the if() below tends to succeed but for a misleading reason: when moving a window and hovering another, UpdateMovingWindow would
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// already have displaced the window outside of its viewport boundaries. While this is currently working it is very smelly.
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ImGuiViewportP* current_viewport = window->Viewport;
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if (!window_is_mouse_tooltip && (current_viewport == NULL || !current_viewport->GetRect().Contains(window->Rect())))
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{
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@ -6218,11 +6220,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
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}
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else
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{
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// When dragging a window back into another, only change viewport on mouse release (in UpdateMovingWindow()).
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// This is so we don't require of the multi-viewport windowing back-end to preserve mouse buttons after a window closure, making it easier to implement them.
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bool preserve_viewport = g.MovingWindow && g.MovingWindow->RootWindow == window && (window->Viewport->Flags & ImGuiWindowFlags_FullViewport);
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if (!preserve_viewport)
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window->Viewport = g.MousePosViewport;
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window->Viewport = g.MousePosViewport;
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}
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}
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else if (g.NavWindow != NULL && g.NavWindow != window && (flags & ImGuiWindowFlags_Tooltip))
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@ -6557,12 +6555,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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SetCurrentWindow(window);
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flags = window->Flags;
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if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport())
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{
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window->Viewport->PlatformRequestClose = false;
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*p_open = false;
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}
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// Lock window rounding, border size and padding for the frame (so that altering them doesn't cause inconsistencies)
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window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
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if (window->Flags & ImGuiWindowFlags_FullViewport)
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@ -6590,14 +6582,18 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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}
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window->CollapseToggleWanted = false;
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// SIZE
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// UPDATE CONTENTS SIZE, REAPPEARING SIZE AND HIDDEN STATUS
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// Update contents size from last frame for auto-fitting (unless explicitly specified)
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window->SizeContents = CalcSizeContents(window);
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// Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows)
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if (window->HiddenFrames > 0)
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window->HiddenFrames--;
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// Hide new windows for one frame until they calculate their size
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if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api))
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window->HiddenFrames = 1;
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// Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows)
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if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0)
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{
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window->HiddenFrames = 1;
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@ -6611,9 +6607,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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}
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}
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// Hide new windows for one frame until they calculate their size
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if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api))
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window->HiddenFrames = 1;
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// SIZE
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// Calculate auto-fit size, handle automatic resize
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const ImVec2 size_auto_fit = CalcSizeAutoFit(window, window->SizeContents);
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@ -6912,6 +6906,13 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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NavInitWindow(window, false);
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}
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// Close from platform window
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if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport())
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{
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window->Viewport->PlatformRequestClose = false;
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*p_open = false;
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}
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// Title bar
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if (!(flags & ImGuiWindowFlags_NoTitleBar))
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{
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@ -7067,6 +7068,8 @@ void ImGui::End()
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g.CurrentPopupStack.pop_back();
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CheckStacksSize(window, false);
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SetCurrentWindow(g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back());
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if (g.CurrentWindow)
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SetCurrentViewport(g.CurrentWindow->Viewport);
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}
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// Vertical scrollbar
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@ -12049,13 +12052,13 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
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if (menuset_is_open)
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g.NavWindow = window; // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent)
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// The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu (using FindBestPopupWindowPos).
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// The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu (using FindBestWindowPosForPopup).
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ImVec2 popup_pos, pos = window->DC.CursorPos;
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if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
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{
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// Menu inside an horizontal menu bar
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// Selectable extend their highlight by half ItemSpacing in each direction.
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// For ChildMenu, the popup position will be overwritten by the call to FindBestPopupWindowPos() in Begin()
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// For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin()
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popup_pos = ImVec2(pos.x - window->WindowPadding.x, pos.y - style.FramePadding.y + window->MenuBarHeight());
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window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f);
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PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f);
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