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Merge branch 'master' into navigation
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commit
44c590393c
70
imgui.cpp
70
imgui.cpp
@ -1845,6 +1845,7 @@ ImGuiWindow::ImGuiWindow(const char* name)
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CollapseToggleWanted = false;
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SkipItems = false;
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Appearing = false;
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CloseButton = false;
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BeginCount = 0;
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PopupId = 0;
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AutoFitFramesX = AutoFitFramesY = -1;
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@ -4825,6 +4826,13 @@ static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size,
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return pos;
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}
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static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled)
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{
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window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags);
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window->SetWindowSizeAllowFlags = enabled ? (window->SetWindowSizeAllowFlags | flags) : (window->SetWindowSizeAllowFlags & ~flags);
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window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags);
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}
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ImGuiWindow* ImGui::FindWindowByName(const char* name)
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{
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ImGuiContext& g = *GImGui;
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@ -4856,15 +4864,9 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl
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ImGuiIniData* settings = FindWindowSettings(name);
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if (!settings)
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{
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settings = AddWindowSettings(name);
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}
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else
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{
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window->SetWindowPosAllowFlags &= ~ImGuiCond_FirstUseEver;
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window->SetWindowSizeAllowFlags &= ~ImGuiCond_FirstUseEver;
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window->SetWindowCollapsedAllowFlags &= ~ImGuiCond_FirstUseEver;
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}
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SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
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if (settings->Pos.x != FLT_MAX)
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{
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@ -5043,13 +5045,14 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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if (window_just_appearing_after_hidden_for_resize)
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window->NavLastIds[0] = 0;
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window->Appearing = (window_just_activated_by_user || window_just_appearing_after_hidden_for_resize);
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window->CloseButton = (p_open != NULL);
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// Process SetNextWindow***() calls
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if (window->Appearing)
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SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
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bool window_pos_set_by_api = false, window_size_set_by_api = false;
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if (g.SetNextWindowPosCond)
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{
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if (window->Appearing)
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window->SetWindowPosAllowFlags |= ImGuiCond_Appearing;
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window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.SetNextWindowPosCond) != 0;
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if (window_pos_set_by_api && ImLengthSqr(g.SetNextWindowPosPivot) > 0.00001f)
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{
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@ -5067,8 +5070,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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}
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if (g.SetNextWindowSizeCond)
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{
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if (window->Appearing)
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window->SetWindowSizeAllowFlags |= ImGuiCond_Appearing;
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window_size_set_by_api = (window->SetWindowSizeAllowFlags & g.SetNextWindowSizeCond) != 0;
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SetWindowSize(window, g.SetNextWindowSizeVal, g.SetNextWindowSizeCond);
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g.SetNextWindowSizeCond = 0;
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@ -5084,8 +5085,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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}
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if (g.SetNextWindowCollapsedCond)
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{
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if (window->Appearing)
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window->SetWindowCollapsedAllowFlags |= ImGuiCond_Appearing;
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SetWindowCollapsed(window, g.SetNextWindowCollapsedVal, g.SetNextWindowCollapsedCond);
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g.SetNextWindowCollapsedCond = 0;
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}
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@ -5094,6 +5093,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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SetWindowFocus();
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g.SetNextWindowFocus = false;
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}
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if (window->Appearing)
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SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false);
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// When reusing window again multiple times a frame, just append content (don't need to setup again)
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if (first_begin_of_the_frame)
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@ -5758,7 +5759,35 @@ void ImGui::Scrollbar(ImGuiLayoutType direction)
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window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding);
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}
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// Moving window to front of display (which happens to be back of our sorted list)
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void ImGui::BringWindowToFront(ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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if (g.Windows.back() == window)
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return;
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for (int i = 0; i < g.Windows.Size; i++)
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if (g.Windows[i] == window)
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{
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g.Windows.erase(g.Windows.begin() + i);
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g.Windows.push_back(window);
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break;
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}
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}
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void ImGui::BringWindowToBack(ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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if (g.Windows[0] == window)
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return;
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for (int i = 0; i < g.Windows.Size; i++)
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if (g.Windows[i] == window)
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{
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memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*));
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g.Windows[0] = window;
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break;
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}
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}
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// Moving window to front of display and set focus (which happens to be back of our sorted list)
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void ImGui::FocusWindow(ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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@ -5779,7 +5808,7 @@ void ImGui::FocusWindow(ImGuiWindow* window)
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if (!window)
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return;
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// And move its root window to the top of the pile
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// Move the root window to the top of the pile
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if (window->RootWindow)
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window = window->RootWindow;
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@ -5789,15 +5818,8 @@ void ImGui::FocusWindow(ImGuiWindow* window)
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ClearActiveID();
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// Bring to front
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if ((window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) || g.Windows.back() == window)
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return;
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for (int i = 0; i < g.Windows.Size; i++)
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if (g.Windows[i] == window)
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{
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g.Windows.erase(g.Windows.begin() + i);
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break;
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}
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g.Windows.push_back(window);
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if (!(window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus))
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BringWindowToFront(window);
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}
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void ImGui::FocusPreviousWindow()
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@ -795,6 +795,7 @@ struct IMGUI_API ImGuiWindow
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bool CollapseToggleWanted;
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bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed)
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bool Appearing; // Set during the frame where the window is appearing (or re-appearing)
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bool CloseButton; // Set when the window has a close button (p_open != NULL)
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int BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
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ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
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int AutoFitFramesX, AutoFitFramesY;
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@ -879,6 +880,8 @@ namespace ImGui
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IMGUI_API ImGuiWindow* GetParentWindow();
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IMGUI_API ImGuiWindow* FindWindowByName(const char* name);
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IMGUI_API void FocusWindow(ImGuiWindow* window);
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IMGUI_API void BringWindowToFront(ImGuiWindow* window);
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IMGUI_API void BringWindowToBack(ImGuiWindow* window);
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IMGUI_API void Initialize();
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IMGUI_API void EndFrame(); // Ends the ImGui frame. Automatically called by Render()! you most likely don't need to ever call that yourself directly. If you don't need to render you can call EndFrame() but you'll have wasted CPU already. If you don't need to render, don't create any windows instead!
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