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Begin: Moved some code inside of the big if (first_begin_of_the_frame) scope
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parent
3656f2c769
commit
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14
imgui.cpp
14
imgui.cpp
@ -4609,20 +4609,23 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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if (g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_C))
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ImGui::LogToClipboard();
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*/
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}
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// Inner rectangle and inner clipping rectangle
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// Inner rectangle
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// We set this up after processing the resize grip so that our clip rectangle doesn't lag by a frame
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// Note that if our window is collapsed we will end up with a null clipping rectangle which is the correct behavior.
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const ImRect title_bar_rect = window->TitleBarRect();
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const float border_size = window->BorderSize;
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window->InnerRect.Min.x = title_bar_rect.Min.x;
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window->InnerRect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight();
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window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x;
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window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y;
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//window->DrawList->AddRect(window->InnerRect.Min, window->InnerRect.Max, IM_COL32_WHITE);
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// Clear 'accessed' flag last thing
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window->Accessed = false;
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}
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// Inner clipping rectangle
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// Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.
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const float border_size = window->BorderSize;
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ImRect clip_rect;
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clip_rect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(border_size, ImFloor(window->WindowPadding.x*0.5f)));
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clip_rect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + border_size);
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@ -4630,9 +4633,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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clip_rect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - border_size);
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PushClipRect(clip_rect.Min, clip_rect.Max, true);
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// Clear 'accessed' flag last thing
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if (first_begin_of_the_frame)
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window->Accessed = false;
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window->BeginCount++;
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g.SetNextWindowSizeConstraint = false;
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