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https://github.com/Drezil/imgui.git
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Reorganised windows moving code, documented a lag in FindHoveredWindow(), fixing lag whole moving windows (#635)
This commit is contained in:
parent
67df0ba185
commit
313d388bba
69
imgui.cpp
69
imgui.cpp
@ -2007,8 +2007,35 @@ void ImGui::NewFrame()
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g.ActiveIdPreviousFrame = g.ActiveId;
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g.ActiveIdPreviousFrame = g.ActiveId;
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g.ActiveIdIsAlive = false;
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g.ActiveIdIsAlive = false;
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g.ActiveIdIsJustActivated = false;
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g.ActiveIdIsJustActivated = false;
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if (!g.ActiveId)
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// Handle user moving window (at the beginning of the frame to avoid input lag or sheering). Only valid for root windows.
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if (g.MovedWindowMoveId && g.MovedWindowMoveId == g.ActiveId)
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{
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KeepAliveID(g.MovedWindowMoveId);
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IM_ASSERT(g.MovedWindow && g.MovedWindow->RootWindow);
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IM_ASSERT(g.MovedWindow->RootWindow->MoveID == g.MovedWindowMoveId);
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if (g.IO.MouseDown[0])
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{
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if (!(g.MovedWindow->Flags & ImGuiWindowFlags_NoMove))
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{
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g.MovedWindow->PosFloat += g.IO.MouseDelta;
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if (!(g.MovedWindow->Flags & ImGuiWindowFlags_NoSavedSettings))
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MarkSettingsDirty();
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}
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FocusWindow(g.MovedWindow);
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}
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else
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{
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SetActiveID(0);
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g.MovedWindow = NULL;
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g.MovedWindow = NULL;
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g.MovedWindowMoveId = 0;
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}
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}
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else
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{
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g.MovedWindow = NULL;
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g.MovedWindowMoveId = 0;
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}
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// Delay saving settings so we don't spam disk too much
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// Delay saving settings so we don't spam disk too much
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if (g.SettingsDirtyTimer > 0.0f)
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if (g.SettingsDirtyTimer > 0.0f)
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@ -2019,11 +2046,11 @@ void ImGui::NewFrame()
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}
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}
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// Find the window we are hovering. Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow
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// Find the window we are hovering. Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow
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g.HoveredWindow = FindHoveredWindow(g.IO.MousePos, false);
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g.HoveredWindow = g.MovedWindow ? g.MovedWindow : FindHoveredWindow(g.IO.MousePos, false);
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if (g.HoveredWindow && (g.HoveredWindow->Flags & ImGuiWindowFlags_ChildWindow))
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if (g.HoveredWindow && (g.HoveredWindow->Flags & ImGuiWindowFlags_ChildWindow))
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g.HoveredRootWindow = g.HoveredWindow->RootWindow;
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g.HoveredRootWindow = g.HoveredWindow->RootWindow;
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else
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else
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g.HoveredRootWindow = FindHoveredWindow(g.IO.MousePos, true);
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g.HoveredRootWindow = g.MovedWindow ? g.MovedWindow->RootWindow : FindHoveredWindow(g.IO.MousePos, true);
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if (ImGuiWindow* modal_window = GetFrontMostModalRootWindow())
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if (ImGuiWindow* modal_window = GetFrontMostModalRootWindow())
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{
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{
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@ -2420,8 +2447,6 @@ void ImGui::EndFrame()
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ImGui::End();
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ImGui::End();
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// Click to focus window and start moving (after we're done with all our widgets)
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// Click to focus window and start moving (after we're done with all our widgets)
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if (!g.ActiveId)
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g.MovedWindow = NULL;
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if (g.ActiveId == 0 && g.HoveredId == 0 && g.IO.MouseClicked[0])
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if (g.ActiveId == 0 && g.HoveredId == 0 && g.IO.MouseClicked[0])
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{
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{
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if (!(g.FocusedWindow && !g.FocusedWindow->WasActive && g.FocusedWindow->Active)) // Unless we just made a popup appear
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if (!(g.FocusedWindow && !g.FocusedWindow->WasActive && g.FocusedWindow->Active)) // Unless we just made a popup appear
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@ -2432,7 +2457,8 @@ void ImGui::EndFrame()
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if (!(g.HoveredWindow->Flags & ImGuiWindowFlags_NoMove))
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if (!(g.HoveredWindow->Flags & ImGuiWindowFlags_NoMove))
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{
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{
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g.MovedWindow = g.HoveredWindow;
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g.MovedWindow = g.HoveredWindow;
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SetActiveID(g.HoveredRootWindow->MoveID, g.HoveredRootWindow);
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g.MovedWindowMoveId = g.HoveredRootWindow->MoveID;
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SetActiveID(g.MovedWindowMoveId, g.HoveredRootWindow);
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}
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}
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}
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}
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else if (g.FocusedWindow != NULL && GetFrontMostModalRootWindow() == NULL)
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else if (g.FocusedWindow != NULL && GetFrontMostModalRootWindow() == NULL)
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@ -2842,6 +2868,7 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items
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}
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}
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// Find window given position, search front-to-back
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// Find window given position, search front-to-back
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// FIXME: Note that we have a lag here because WindowRectClipped is updated in Begin() so windows moved by user via SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is called, aka before the next Begin(). Moving window thankfully isn't affected.
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static ImGuiWindow* FindHoveredWindow(ImVec2 pos, bool excluding_childs)
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static ImGuiWindow* FindHoveredWindow(ImVec2 pos, bool excluding_childs)
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{
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{
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ImGuiState& g = *GImGui;
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ImGuiState& g = *GImGui;
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@ -2856,7 +2883,7 @@ static ImGuiWindow* FindHoveredWindow(ImVec2 pos, bool excluding_childs)
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continue;
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continue;
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// Using the clipped AABB so a child window will typically be clipped by its parent.
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// Using the clipped AABB so a child window will typically be clipped by its parent.
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ImRect bb(window->ClippedWindowRect.Min - g.Style.TouchExtraPadding, window->ClippedWindowRect.Max + g.Style.TouchExtraPadding);
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ImRect bb(window->WindowRectClipped.Min - g.Style.TouchExtraPadding, window->WindowRectClipped.Max + g.Style.TouchExtraPadding);
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if (bb.Contains(pos))
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if (bb.Contains(pos))
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return window;
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return window;
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}
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}
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@ -3884,28 +3911,6 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
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window->PosFloat = g.IO.MousePos + ImVec2(2,2); // If there's not enough room, for tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
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window->PosFloat = g.IO.MousePos + ImVec2(2,2); // If there's not enough room, for tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
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}
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}
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// User moving window (at the beginning of the frame to avoid input lag or sheering). Only valid for root windows.
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KeepAliveID(window->MoveID);
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if (g.ActiveId == window->MoveID)
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{
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if (g.IO.MouseDown[0])
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{
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if (!(flags & ImGuiWindowFlags_NoMove))
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{
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window->PosFloat += g.IO.MouseDelta;
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if (!(flags & ImGuiWindowFlags_NoSavedSettings))
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MarkSettingsDirty();
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}
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IM_ASSERT(g.MovedWindow != NULL);
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FocusWindow(g.MovedWindow);
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}
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else
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{
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SetActiveID(0);
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g.MovedWindow = NULL; // Not strictly necessary but doing it for sanity.
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}
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}
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// Clamp position so it stays visible
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// Clamp position so it stays visible
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if (!(flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
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if (!(flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
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{
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{
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@ -4120,8 +4125,8 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
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}
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}
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// Save clipped aabb so we can access it in constant-time in FindHoveredWindow()
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// Save clipped aabb so we can access it in constant-time in FindHoveredWindow()
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window->ClippedWindowRect = window->Rect();
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window->WindowRectClipped = window->Rect();
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window->ClippedWindowRect.Clip(window->ClipRect);
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window->WindowRectClipped.Clip(window->ClipRect);
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// Pressing CTRL+C while holding on a window copy its content to the clipboard
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// Pressing CTRL+C while holding on a window copy its content to the clipboard
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// This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope.
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// This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope.
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@ -4158,7 +4163,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
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window->Collapsed = parent_window && parent_window->Collapsed;
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window->Collapsed = parent_window && parent_window->Collapsed;
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if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
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if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
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window->Collapsed |= (window->ClippedWindowRect.Min.x >= window->ClippedWindowRect.Max.x || window->ClippedWindowRect.Min.y >= window->ClippedWindowRect.Max.y);
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window->Collapsed |= (window->WindowRectClipped.Min.x >= window->WindowRectClipped.Max.x || window->WindowRectClipped.Min.y >= window->WindowRectClipped.Max.y);
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// We also hide the window from rendering because we've already added its border to the command list.
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// We also hide the window from rendering because we've already added its border to the command list.
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// (we could perform the check earlier in the function but it is simpler at this point)
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// (we could perform the check earlier in the function but it is simpler at this point)
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@ -375,7 +375,8 @@ struct ImGuiState
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bool ActiveIdIsJustActivated; // Set at the time of activation for one frame
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bool ActiveIdIsJustActivated; // Set at the time of activation for one frame
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bool ActiveIdAllowOverlap; // Set only by active widget
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bool ActiveIdAllowOverlap; // Set only by active widget
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ImGuiWindow* ActiveIdWindow;
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ImGuiWindow* ActiveIdWindow;
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ImGuiWindow* MovedWindow; // Track the child window we clicked on to move a window. Pointer is only valid if ActiveID is the "#MOVE" identifier of a window.
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ImGuiWindow* MovedWindow; // Track the child window we clicked on to move a window.
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ImGuiID MovedWindowMoveId; // == MovedWindow->RootWindow->MoveId
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ImVector<ImGuiIniData> Settings; // .ini Settings
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ImVector<ImGuiIniData> Settings; // .ini Settings
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float SettingsDirtyTimer; // Save .ini settinngs on disk when time reaches zero
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float SettingsDirtyTimer; // Save .ini settinngs on disk when time reaches zero
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ImVector<ImGuiColMod> ColorModifiers; // Stack for PushStyleColor()/PopStyleColor()
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ImVector<ImGuiColMod> ColorModifiers; // Stack for PushStyleColor()/PopStyleColor()
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@ -460,6 +461,7 @@ struct ImGuiState
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ActiveIdAllowOverlap = false;
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ActiveIdAllowOverlap = false;
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ActiveIdWindow = NULL;
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ActiveIdWindow = NULL;
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MovedWindow = NULL;
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MovedWindow = NULL;
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MovedWindowMoveId = 0;
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SettingsDirtyTimer = 0.0f;
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SettingsDirtyTimer = 0.0f;
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SetNextWindowPosVal = ImVec2(0.0f, 0.0f);
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SetNextWindowPosVal = ImVec2(0.0f, 0.0f);
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@ -627,7 +629,7 @@ struct IMGUI_API ImGuiWindow
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ImGuiDrawContext DC; // Temporary per-window data, reset at the beginning of the frame
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ImGuiDrawContext DC; // Temporary per-window data, reset at the beginning of the frame
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ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack
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ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack
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ImRect ClipRect; // = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2.
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ImRect ClipRect; // = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2.
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ImRect ClippedWindowRect; // = ClipRect just after setup in Begin()
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ImRect WindowRectClipped; // = WindowRect just after setup in Begin(). == window->Rect() for root window.
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int LastFrameActive;
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int LastFrameActive;
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float ItemWidthDefault;
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float ItemWidthDefault;
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ImGuiSimpleColumns MenuColumns; // Simplified columns storage for menu items
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ImGuiSimpleColumns MenuColumns; // Simplified columns storage for menu items
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