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https://github.com/Drezil/imgui.git
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Internals: Refactor: Moved ItemAdd(), ItemSize(), BeginGroup(), EndGroup(), SameLine(), Indent(), Unindent() to Layout section.
This commit is contained in:
parent
caca55c642
commit
3ce26f65d4
425
imgui.cpp
425
imgui.cpp
@ -65,6 +65,7 @@ CODE
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// [SECTION] RENDER HELPERS
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// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
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// [SECTION] ERROR CHECKING
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// [SECTION] LAYOUT
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// [SECTION] SCROLLING
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// [SECTION] TOOLTIPS
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// [SECTION] POPUPS
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@ -3042,102 +3043,6 @@ static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFla
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return true;
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}
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// Advance cursor given item size for layout.
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void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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if (window->SkipItems)
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return;
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// We increase the height in this function to accommodate for baseline offset.
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// In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor,
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// but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect.
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const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f;
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const float line_height = ImMax(window->DC.CurrLineSize.y, size.y + offset_to_match_baseline_y);
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// Always align ourselves on pixel boundaries
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//if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG]
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window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x;
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window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y;
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window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line
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window->DC.CursorPos.y = IM_FLOOR(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y); // Next line
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window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
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window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y);
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//if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]
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window->DC.PrevLineSize.y = line_height;
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window->DC.CurrLineSize.y = 0.0f;
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window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y);
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window->DC.CurrLineTextBaseOffset = 0.0f;
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// Horizontal layout mode
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if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
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SameLine();
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}
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void ImGui::ItemSize(const ImRect& bb, float text_baseline_y)
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{
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ItemSize(bb.GetSize(), text_baseline_y);
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}
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// Declare item bounding box for clipping and interaction.
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// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
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// declare their minimum size requirement to ItemSize() and then use a larger region for drawing/interaction, which is passed to ItemAdd().
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bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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if (id != 0)
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{
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// Navigation processing runs prior to clipping early-out
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// (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
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// (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests
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// unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of
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// thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.
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// We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able
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// to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick).
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// We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null.
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// If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.
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window->DC.NavLayerActiveMaskNext |= window->DC.NavLayerCurrentMask;
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if (g.NavId == id || g.NavAnyRequest)
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if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
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if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
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NavProcessItem(window, nav_bb_arg ? *nav_bb_arg : bb, id);
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// [DEBUG] Item Picker tool, when enabling the "extended" version we perform the check in ItemAdd()
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#ifdef IMGUI_DEBUG_TOOL_ITEM_PICKER_EX
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if (id == g.DebugItemPickerBreakId)
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{
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IM_DEBUG_BREAK();
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g.DebugItemPickerBreakId = 0;
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}
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#endif
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}
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window->DC.LastItemId = id;
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window->DC.LastItemRect = bb;
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window->DC.LastItemStatusFlags = ImGuiItemStatusFlags_None;
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g.NextItemData.Flags = ImGuiNextItemDataFlags_None;
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#ifdef IMGUI_ENABLE_TEST_ENGINE
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if (id != 0)
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IMGUI_TEST_ENGINE_ITEM_ADD(nav_bb_arg ? *nav_bb_arg : bb, id);
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#endif
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// Clipping test
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const bool is_clipped = IsClippedEx(bb, id, false);
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if (is_clipped)
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return false;
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//if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]
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// We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
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if (IsMouseHoveringRect(bb.Min, bb.Max))
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window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredRect;
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return true;
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}
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// This is roughly matching the behavior of internal-facing ItemHoverable()
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// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered()
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// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId
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@ -6988,6 +6893,226 @@ bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
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return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));
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}
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//-----------------------------------------------------------------------------
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// [SECTION] ERROR CHECKING
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//-----------------------------------------------------------------------------
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// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui.
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// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit
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// If the user has inconsistent compilation settings, imgui configuration #define, packing pragma, etc. your user code
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// may see different structures than what imgui.cpp sees, which is problematic.
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// We usually require settings to be in imconfig.h to make sure that they are accessible to all compilation units involved with Dear ImGui.
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bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx)
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{
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bool error = false;
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if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); }
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if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); }
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if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); }
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if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); }
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if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); }
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if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); }
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if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); }
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return !error;
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}
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static void ImGui::ErrorCheckEndFrame()
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{
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// Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you
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// to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API).
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ImGuiContext& g = *GImGui;
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if (g.CurrentWindowStack.Size != 1)
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{
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if (g.CurrentWindowStack.Size > 1)
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{
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IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?");
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while (g.CurrentWindowStack.Size > 1)
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End();
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}
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else
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{
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IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?");
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}
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}
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}
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// Save and compare stack sizes on Begin()/End() to detect usage errors
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// Begin() calls this with write=true
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// End() calls this with write=false
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static void ImGui::ErrorCheckBeginEndCompareStacksSize(ImGuiWindow* window, bool write)
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{
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ImGuiContext& g = *GImGui;
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short* p = &window->DC.StackSizesBackup[0];
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// Window stacks
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// NOT checking: DC.ItemWidth, DC.AllowKeyboardFocus, DC.ButtonRepeat, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)
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{ int n = window->IDStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p == n && "PushID/PopID or TreeNode/TreePop Mismatch!"); p++; } // Too few or too many PopID()/TreePop()
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{ int n = window->DC.GroupStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p == n && "BeginGroup/EndGroup Mismatch!"); p++; } // Too few or too many EndGroup()
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// Global stacks
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// For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them.
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{ int n = g.BeginPopupStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p == n && "BeginMenu/EndMenu or BeginPopup/EndPopup Mismatch!"); p++; }// Too few or too many EndMenu()/EndPopup()
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{ int n = g.ColorModifiers.Size; if (write) *p = (short)n; else IM_ASSERT(*p >= n && "PushStyleColor/PopStyleColor Mismatch!"); p++; } // Too few or too many PopStyleColor()
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{ int n = g.StyleModifiers.Size; if (write) *p = (short)n; else IM_ASSERT(*p >= n && "PushStyleVar/PopStyleVar Mismatch!"); p++; } // Too few or too many PopStyleVar()
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{ int n = g.FontStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p >= n && "PushFont/PopFont Mismatch!"); p++; } // Too few or too many PopFont()
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IM_ASSERT(p == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup));
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}
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//-----------------------------------------------------------------------------
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// [SECTION] LAYOUT
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//-----------------------------------------------------------------------------
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// - ItemSize()
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// - ItemAdd()
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// - SameLine()
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// - Indent()
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// - Unindent()
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// - BeginGroup()
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// - EndGroup()
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// Also see in imgui_widgets: tab bars, columns.
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//-----------------------------------------------------------------------------
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// Advance cursor given item size for layout.
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void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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if (window->SkipItems)
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return;
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// We increase the height in this function to accommodate for baseline offset.
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// In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor,
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// but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect.
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const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f;
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const float line_height = ImMax(window->DC.CurrLineSize.y, size.y + offset_to_match_baseline_y);
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// Always align ourselves on pixel boundaries
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//if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG]
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window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x;
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window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y;
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window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line
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window->DC.CursorPos.y = IM_FLOOR(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y); // Next line
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window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
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window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y);
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//if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]
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window->DC.PrevLineSize.y = line_height;
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window->DC.CurrLineSize.y = 0.0f;
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window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y);
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window->DC.CurrLineTextBaseOffset = 0.0f;
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// Horizontal layout mode
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if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
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SameLine();
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}
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void ImGui::ItemSize(const ImRect& bb, float text_baseline_y)
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{
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ItemSize(bb.GetSize(), text_baseline_y);
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}
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// Declare item bounding box for clipping and interaction.
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// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
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// declare their minimum size requirement to ItemSize() and then use a larger region for drawing/interaction, which is passed to ItemAdd().
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bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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if (id != 0)
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{
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// Navigation processing runs prior to clipping early-out
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// (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
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// (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests
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// unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of
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// thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.
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// We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able
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// to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick).
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// We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null.
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// If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.
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window->DC.NavLayerActiveMaskNext |= window->DC.NavLayerCurrentMask;
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if (g.NavId == id || g.NavAnyRequest)
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if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
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if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
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NavProcessItem(window, nav_bb_arg ? *nav_bb_arg : bb, id);
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// [DEBUG] Item Picker tool, when enabling the "extended" version we perform the check in ItemAdd()
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#ifdef IMGUI_DEBUG_TOOL_ITEM_PICKER_EX
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if (id == g.DebugItemPickerBreakId)
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{
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IM_DEBUG_BREAK();
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g.DebugItemPickerBreakId = 0;
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}
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#endif
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}
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window->DC.LastItemId = id;
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window->DC.LastItemRect = bb;
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window->DC.LastItemStatusFlags = ImGuiItemStatusFlags_None;
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g.NextItemData.Flags = ImGuiNextItemDataFlags_None;
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#ifdef IMGUI_ENABLE_TEST_ENGINE
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if (id != 0)
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IMGUI_TEST_ENGINE_ITEM_ADD(nav_bb_arg ? *nav_bb_arg : bb, id);
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#endif
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// Clipping test
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const bool is_clipped = IsClippedEx(bb, id, false);
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if (is_clipped)
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return false;
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//if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]
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// We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
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if (IsMouseHoveringRect(bb.Min, bb.Max))
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window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredRect;
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return true;
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}
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// Gets back to previous line and continue with horizontal layout
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// offset_from_start_x == 0 : follow right after previous item
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// offset_from_start_x != 0 : align to specified x position (relative to window/group left)
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// spacing_w < 0 : use default spacing if pos_x == 0, no spacing if pos_x != 0
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// spacing_w >= 0 : enforce spacing amount
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void ImGui::SameLine(float offset_from_start_x, float spacing_w)
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{
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ImGuiWindow* window = GetCurrentWindow();
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if (window->SkipItems)
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return;
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ImGuiContext& g = *GImGui;
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if (offset_from_start_x != 0.0f)
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{
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if (spacing_w < 0.0f) spacing_w = 0.0f;
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window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x;
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window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
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}
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else
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{
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if (spacing_w < 0.0f) spacing_w = g.Style.ItemSpacing.x;
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window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w;
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window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
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}
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window->DC.CurrLineSize = window->DC.PrevLineSize;
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window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
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}
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void ImGui::Indent(float indent_w)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
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window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
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}
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void ImGui::Unindent(float indent_w)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
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window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
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}
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// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
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void ImGui::BeginGroup()
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{
|
||||
@ -7068,114 +7193,6 @@ void ImGui::EndGroup()
|
||||
//window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug]
|
||||
}
|
||||
|
||||
// Gets back to previous line and continue with horizontal layout
|
||||
// offset_from_start_x == 0 : follow right after previous item
|
||||
// offset_from_start_x != 0 : align to specified x position (relative to window/group left)
|
||||
// spacing_w < 0 : use default spacing if pos_x == 0, no spacing if pos_x != 0
|
||||
// spacing_w >= 0 : enforce spacing amount
|
||||
void ImGui::SameLine(float offset_from_start_x, float spacing_w)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
if (window->SkipItems)
|
||||
return;
|
||||
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (offset_from_start_x != 0.0f)
|
||||
{
|
||||
if (spacing_w < 0.0f) spacing_w = 0.0f;
|
||||
window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x;
|
||||
window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (spacing_w < 0.0f) spacing_w = g.Style.ItemSpacing.x;
|
||||
window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w;
|
||||
window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
|
||||
}
|
||||
window->DC.CurrLineSize = window->DC.PrevLineSize;
|
||||
window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
|
||||
}
|
||||
|
||||
void ImGui::Indent(float indent_w)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
|
||||
window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
|
||||
}
|
||||
|
||||
void ImGui::Unindent(float indent_w)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
|
||||
window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] ERROR CHECKING
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui.
|
||||
// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit
|
||||
// If the user has inconsistent compilation settings, imgui configuration #define, packing pragma, etc. your user code
|
||||
// may see different structures than what imgui.cpp sees, which is problematic.
|
||||
// We usually require settings to be in imconfig.h to make sure that they are accessible to all compilation units involved with Dear ImGui.
|
||||
bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx)
|
||||
{
|
||||
bool error = false;
|
||||
if (strcmp(version, IMGUI_VERSION)!=0) { error = true; IM_ASSERT(strcmp(version,IMGUI_VERSION)==0 && "Mismatched version string!"); }
|
||||
if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); }
|
||||
if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); }
|
||||
if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); }
|
||||
if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); }
|
||||
if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); }
|
||||
if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); }
|
||||
return !error;
|
||||
}
|
||||
|
||||
static void ImGui::ErrorCheckEndFrame()
|
||||
{
|
||||
// Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you
|
||||
// to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API).
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (g.CurrentWindowStack.Size != 1)
|
||||
{
|
||||
if (g.CurrentWindowStack.Size > 1)
|
||||
{
|
||||
IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?");
|
||||
while (g.CurrentWindowStack.Size > 1)
|
||||
End();
|
||||
}
|
||||
else
|
||||
{
|
||||
IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?");
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Save and compare stack sizes on Begin()/End() to detect usage errors
|
||||
// Begin() calls this with write=true
|
||||
// End() calls this with write=false
|
||||
static void ImGui::ErrorCheckBeginEndCompareStacksSize(ImGuiWindow* window, bool write)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
short* p = &window->DC.StackSizesBackup[0];
|
||||
|
||||
// Window stacks
|
||||
// NOT checking: DC.ItemWidth, DC.AllowKeyboardFocus, DC.ButtonRepeat, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)
|
||||
{ int n = window->IDStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p == n && "PushID/PopID or TreeNode/TreePop Mismatch!"); p++; } // Too few or too many PopID()/TreePop()
|
||||
{ int n = window->DC.GroupStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p == n && "BeginGroup/EndGroup Mismatch!"); p++; } // Too few or too many EndGroup()
|
||||
|
||||
// Global stacks
|
||||
// For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them.
|
||||
{ int n = g.BeginPopupStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p == n && "BeginMenu/EndMenu or BeginPopup/EndPopup Mismatch!"); p++; }// Too few or too many EndMenu()/EndPopup()
|
||||
{ int n = g.ColorModifiers.Size; if (write) *p = (short)n; else IM_ASSERT(*p >= n && "PushStyleColor/PopStyleColor Mismatch!"); p++; } // Too few or too many PopStyleColor()
|
||||
{ int n = g.StyleModifiers.Size; if (write) *p = (short)n; else IM_ASSERT(*p >= n && "PushStyleVar/PopStyleVar Mismatch!"); p++; } // Too few or too many PopStyleVar()
|
||||
{ int n = g.FontStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p >= n && "PushFont/PopFont Mismatch!"); p++; } // Too few or too many PopFont()
|
||||
IM_ASSERT(p == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup));
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] SCROLLING
|
||||
|
Loading…
Reference in New Issue
Block a user