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Tidying up. Re-arranged the (first_begin_of_the_frame) blocks in Begin() for further changes.
Being cautious.
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19f7bf90f8
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3f7f256752
38
imgui.cpp
38
imgui.cpp
@ -2215,12 +2215,12 @@ void ImGui::Render()
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for (size_t i = 0; i != g.Windows.size(); i++)
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{
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ImGuiWindow* window = g.Windows[i];
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if (window->Flags & ImGuiWindowFlags_ChildWindow) // if a child is visible its parent will add it
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if (window->Flags & ImGuiWindowFlags_ChildWindow) // if a child is visible its parent will add it
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if (window->Visible)
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continue;
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AddWindowToSortedBuffer(g.WindowsSortBuffer, window);
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}
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IM_ASSERT(g.Windows.size() == g.WindowsSortBuffer.size()); // we done something wrong
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IM_ASSERT(g.Windows.size() == g.WindowsSortBuffer.size()); // we done something wrong
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g.Windows.swap(g.WindowsSortBuffer);
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// Clear data for next frame
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@ -2975,14 +2975,13 @@ void ImGui::EndChildFrame()
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ImGui::PopStyleColor();
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}
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static ImVec2 FindTooltipPos(const ImVec2& mouse_pos, const ImVec2& size)
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static ImVec2 FindBestWindowPos(const ImVec2& mouse_pos, const ImVec2& size, const ImRect& r_inner)
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{
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const ImGuiStyle& style = GImGui->Style;
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// Clamp into visible area while not overlapping the cursor
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ImRect r_outer(GetVisibleRect());
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r_outer.Reduce(style.DisplaySafeAreaPadding);
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ImRect r_inner(mouse_pos.x - 16, mouse_pos.y - 8, mouse_pos.x + 28, mouse_pos.y + 24); // FIXME: Completely hard-coded. Perhaps center on cursor hit-point instead?
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ImVec2 mouse_pos_clamped = ImClamp(mouse_pos, r_outer.Min, r_outer.Max - size);
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for (int dir = 0; dir < 4; dir++) // right, down, up, left
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@ -3152,6 +3151,20 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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if (first_begin_of_the_frame)
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{
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window->DrawList->Clear();
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window->ClipRectStack.resize(0);
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}
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// Setup texture
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window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
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// Setup outer clipping rectangle
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if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ComboBox))
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PushClipRect(parent_window->ClipRectStack.back());
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else
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PushClipRect(GetVisibleRect());
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if (first_begin_of_the_frame)
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{
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window->Visible = true;
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// New windows appears in front
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@ -3171,7 +3184,6 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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}
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window->LastFrameDrawn = current_frame;
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window->ClipRectStack.resize(0);
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// Reset contents size for auto-fitting
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window->SizeContents = window_is_new ? ImVec2(0.0f, 0.0f) : window->DC.CursorMaxPos - window->Pos;
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@ -3183,20 +3195,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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window->Pos = window->PosFloat = parent_window->DC.CursorPos;
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window->SizeFull = size_on_first_use;
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}
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}
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// Setup texture
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window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
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// Setup outer clipping rectangle
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if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ComboBox))
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PushClipRect(parent_window->ClipRectStack.back());
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else
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PushClipRect(GetVisibleRect());
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// Setup and draw window
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if (first_begin_of_the_frame)
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{
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// Reset ID stack
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window->IDStack.resize(1);
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@ -3225,7 +3224,8 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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// Tooltips always follows mouse
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if (!window_pos_set_by_api && (window->Flags & ImGuiWindowFlags_Tooltip) != 0)
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{
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window->PosFloat = FindTooltipPos(g.IO.MousePos, window->Size);
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ImRect rect_to_avoid(g.IO.MousePos.x - 16, g.IO.MousePos.y - 8, g.IO.MousePos.x + 28, g.IO.MousePos.y + 24); // FIXME: Completely hard-coded. Perhaps center on cursor hit-point instead?
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window->PosFloat = FindBestWindowPos(g.IO.MousePos, window->Size, rect_to_avoid);
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}
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// Clamp into display
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