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@ -4281,7 +4281,7 @@ void ImGui::Render()
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// Add ImDrawList to render
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ImGuiWindow* windows_to_render_top_most[2];
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windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL;
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windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingList : NULL);
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windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL);
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for (int n = 0; n != g.Windows.Size; n++)
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{
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ImGuiWindow* window = g.Windows[n];
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@ -5590,7 +5590,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged).
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// The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere.
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bool window_title_visible_elsewhere = false;
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if (g.NavWindowingList != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB
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if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB
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window_title_visible_elsewhere = true;
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if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0)
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{
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@ -6628,6 +6628,7 @@ void ImGui::ActivateItem(ImGuiID id)
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g.NavNextActivateId = id;
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}
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// Note: this is storing in same stack as IDStack, so Push/Pop mismatch will be reported there.
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void ImGui::PushFocusScope(ImGuiID id)
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{
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ImGuiContext& g = *GImGui;
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@ -9067,8 +9068,8 @@ void ImGui::NavUpdateWindowingOverlay()
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if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY)
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return;
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if (g.NavWindowingList == NULL)
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g.NavWindowingList = FindWindowByName("###NavWindowingList");
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if (g.NavWindowingListWindow == NULL)
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g.NavWindowingListWindow = FindWindowByName("###NavWindowingList");
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SetNextWindowSizeConstraints(ImVec2(g.IO.DisplaySize.x * 0.20f, g.IO.DisplaySize.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
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SetNextWindowPos(g.IO.DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
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PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
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@ -14,9 +14,9 @@ Index of this file:
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// STB libraries includes
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// Context pointer
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// Generic helpers
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// Misc data structures
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// Flags, enums and data structures
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// Main imgui context
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// Tab bar, tab item
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// Tab bar, Tab item
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// Internal API
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*/
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@ -431,7 +431,7 @@ struct IMGUI_API ImChunkStream
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};
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//-----------------------------------------------------------------------------
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// Misc data structures
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// Flags, enums and data structures
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//-----------------------------------------------------------------------------
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enum ImGuiButtonFlags_
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@ -1011,7 +1011,7 @@ struct ImGuiNextItemData
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};
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//-----------------------------------------------------------------------------
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// Tabs
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// Tab bar, Tab item
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//-----------------------------------------------------------------------------
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struct ImGuiShrinkWidthItem
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@ -1111,7 +1111,7 @@ struct ImGuiContext
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// Gamepad/keyboard Navigation
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ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow'
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ImGuiID NavId; // Focused item for navigation
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ImGuiID NavFocusScopeId;
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ImGuiID NavFocusScopeId; // Identify a selection scope (selection code often wants to "clear other items" when landing on an item of the selection set)
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ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem()
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ImGuiID NavActivateDownId; // ~~ IsNavInputDown(ImGuiNavInput_Activate) ? NavId : 0
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ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0
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@ -1133,8 +1133,8 @@ struct ImGuiContext
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bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest
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bool NavInitRequest; // Init request for appearing window to select first item
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bool NavInitRequestFromMove;
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ImGuiID NavInitResultId;
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ImRect NavInitResultRectRel;
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ImGuiID NavInitResultId; // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called)
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ImRect NavInitResultRectRel; // Init request result rectangle (relative to parent window)
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bool NavMoveFromClampedRefRect; // Set by manual scrolling, if we scroll to a point where NavId isn't visible we reset navigation from visible items
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bool NavMoveRequest; // Move request for this frame
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ImGuiNavMoveFlags NavMoveRequestFlags;
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@ -1146,10 +1146,10 @@ struct ImGuiContext
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ImGuiNavMoveResult NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)
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ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)
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// Navigation: Windowing (CTRL+TAB, holding Menu button + directional pads to move/resize)
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ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed top-most.
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ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f
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ImGuiWindow* NavWindowingList;
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// Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize)
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ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most!
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ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it.
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ImGuiWindow* NavWindowingListWindow; // Internal window actually listing the CTRL+Tab contents
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float NavWindowingTimer;
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float NavWindowingHighlightAlpha;
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bool NavWindowingToggleLayer;
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@ -1226,8 +1226,8 @@ struct ImGuiContext
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ImChunkStream<ImGuiWindowSettings> SettingsWindows; // ImGuiWindow .ini settings entries
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// Capture/Logging
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bool LogEnabled;
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ImGuiLogType LogType;
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bool LogEnabled; // Currently capturing
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ImGuiLogType LogType; // Capture target
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ImFileHandle LogFile; // If != NULL log to stdout/ file
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ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators.
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float LogLinePosY;
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@ -1237,7 +1237,7 @@ struct ImGuiContext
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int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call.
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// Debug Tools
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bool DebugItemPickerActive;
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bool DebugItemPickerActive; // Item picker is active (started with DebugStartItemPicker())
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ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this id
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// Misc
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@ -1322,7 +1322,7 @@ struct ImGuiContext
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NavMoveRequestKeyMods = ImGuiKeyModFlags_None;
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NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None;
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NavWindowingTarget = NavWindowingTargetAnim = NavWindowingList = NULL;
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NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL;
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NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;
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NavWindowingToggleLayer = false;
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@ -1563,8 +1563,8 @@ struct IMGUI_API ImGuiWindow
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ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1)
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ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space
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bool MemoryCompacted;
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int MemoryDrawListIdxCapacity;
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bool MemoryCompacted; // Set when window extraneous data have been garbage collected
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int MemoryDrawListIdxCapacity; // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy
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int MemoryDrawListVtxCapacity;
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public:
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@ -1736,7 +1736,7 @@ namespace ImGui
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IMGUI_API ImVec2 ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect);
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// Basic Accessors
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inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; }
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inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; } // Get ID of last item (~~ often same ImGui::GetID(label) beforehand)
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inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemStatusFlags; }
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inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; }
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inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; }
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@ -1747,7 +1747,7 @@ namespace ImGui
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IMGUI_API void SetHoveredID(ImGuiID id);
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IMGUI_API void KeepAliveID(ImGuiID id);
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IMGUI_API void MarkItemEdited(ImGuiID id); // Mark data associated to given item as "edited", used by IsItemDeactivatedAfterEdit() function.
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IMGUI_API void PushOverrideID(ImGuiID id); // Push given value at the top of the ID stack (whereas PushID combines old and new hashes)
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IMGUI_API void PushOverrideID(ImGuiID id); // Push given value as-is at the top of the ID stack (whereas PushID combines old and new hashes)
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// Basic Helpers for widget code
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IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f);
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@ -1775,14 +1775,14 @@ namespace ImGui
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IMGUI_API void OpenPopupEx(ImGuiID id);
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IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup);
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IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup);
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IMGUI_API bool IsPopupOpen(ImGuiID id); // Test for id within current popup stack level (currently begin-ed into); this doesn't scan the whole popup stack!
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IMGUI_API bool IsPopupOpen(ImGuiID id); // Test for id at current popup stack level (currently begin-ed into); this doesn't scan the whole popup stack!
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IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags);
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IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags tooltip_flags);
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IMGUI_API ImGuiWindow* GetTopMostPopupModal();
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IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window);
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IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy = ImGuiPopupPositionPolicy_Default);
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// Navigation
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// Gamepad/Keyboard Navigation
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IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit);
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IMGUI_API bool NavMoveRequestButNoResultYet();
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IMGUI_API void NavMoveRequestCancel();
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@ -1795,8 +1795,10 @@ namespace ImGui
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IMGUI_API void SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id);
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IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel);
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// Focus scope (WIP)
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IMGUI_API void PushFocusScope(ImGuiID id); // Note: this is storing in same stack as IDStack, so Push/Pop mismatch will be reported there.
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// Focus Scope (WIP)
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// This is generally used to identify a selection set (multiple of which may be in the same window), as selection
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// patterns generally need to react (e.g. clear selection) when landing on an item of the set.
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IMGUI_API void PushFocusScope(ImGuiID id);
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IMGUI_API void PopFocusScope();
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inline ImGuiID GetFocusScopeID() { ImGuiContext& g = *GImGui; return g.NavFocusScopeId; }
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@ -1816,7 +1818,7 @@ namespace ImGui
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IMGUI_API void ClearDragDrop();
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IMGUI_API bool IsDragDropPayloadBeingAccepted();
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// Internal Columns API (this is not exposed because we will encourage transitioning to the Tables api)
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// Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API)
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IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns().
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IMGUI_API void EndColumns(); // close columns
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IMGUI_API void PushColumnClipRect(int column_index);
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