Internals: Minor ordering/comments of ImGuiWindowTempData.

This commit is contained in:
omar 2020-01-13 15:04:28 +01:00
parent f56962cb9a
commit 52334ad8df
3 changed files with 27 additions and 18 deletions

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@ -5859,7 +5859,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->DC.TextWrapPosStack.resize(0); window->DC.TextWrapPosStack.resize(0);
window->DC.CurrentColumns = NULL; window->DC.CurrentColumns = NULL;
window->DC.TreeDepth = 0; window->DC.TreeDepth = 0;
window->DC.TreeMayJumpToParentOnPopMask = 0x00; window->DC.TreeJumpToParentOnPopMask = 0x00;
window->DC.StateStorage = &window->StateStorage; window->DC.StateStorage = &window->StateStorage;
window->DC.GroupStack.resize(0); window->DC.GroupStack.resize(0);
window->MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user); window->MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user);

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@ -1310,6 +1310,7 @@ struct ImGuiContext
// FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered. // FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered.
struct IMGUI_API ImGuiWindowTempData struct IMGUI_API ImGuiWindowTempData
{ {
// Layout
ImVec2 CursorPos; // Current emitting position, in absolute coordinates. ImVec2 CursorPos; // Current emitting position, in absolute coordinates.
ImVec2 CursorPosPrevLine; ImVec2 CursorPosPrevLine;
ImVec2 CursorStartPos; // Initial position after Begin(), generally ~ window position + WindowPadding. ImVec2 CursorStartPos; // Initial position after Begin(), generally ~ window position + WindowPadding.
@ -1318,27 +1319,38 @@ struct IMGUI_API ImGuiWindowTempData
ImVec2 PrevLineSize; ImVec2 PrevLineSize;
float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added). float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added).
float PrevLineTextBaseOffset; float PrevLineTextBaseOffset;
int TreeDepth; // Current tree depth. ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
ImU32 TreeMayJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary. ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API.
ImVec1 GroupOffset;
// Last item status
ImGuiID LastItemId; // ID for last item ImGuiID LastItemId; // ID for last item
ImGuiItemStatusFlags LastItemStatusFlags; // Status flags for last item (see ImGuiItemStatusFlags_) ImGuiItemStatusFlags LastItemStatusFlags; // Status flags for last item (see ImGuiItemStatusFlags_)
ImRect LastItemRect; // Interaction rect for last item ImRect LastItemRect; // Interaction rect for last item
ImRect LastItemDisplayRect; // End-user display rect for last item (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ImRect LastItemDisplayRect; // End-user display rect for last item (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect)
// Keyboard/Gamepad navigation
ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1) ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1)
int NavLayerCurrentMask; // = (1 << NavLayerCurrent) used by ItemAdd prior to clipping. int NavLayerCurrentMask; // = (1 << NavLayerCurrent) used by ItemAdd prior to clipping.
int NavLayerActiveMask; // Which layer have been written to (result from previous frame) int NavLayerActiveMask; // Which layer have been written to (result from previous frame)
int NavLayerActiveMaskNext; // Which layer have been written to (buffer for current frame) int NavLayerActiveMaskNext; // Which layer have been written to (buffer for current frame)
bool NavHideHighlightOneFrame; bool NavHideHighlightOneFrame;
bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f) bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f)
// Miscellaneous
bool MenuBarAppending; // FIXME: Remove this bool MenuBarAppending; // FIXME: Remove this
ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs. ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs.
int TreeDepth; // Current tree depth.
ImU32 TreeJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary.
ImVector<ImGuiWindow*> ChildWindows; ImVector<ImGuiWindow*> ChildWindows;
ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state) ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state)
ImGuiColumns* CurrentColumns; // Current columns set
ImGuiLayoutType LayoutType; ImGuiLayoutType LayoutType;
ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin()
int FocusCounterAll; // Counter for focus/tabbing system. Start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign) int FocusCounterAll; // Counter for focus/tabbing system. Start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign)
int FocusCounterTab; // (same, but only count widgets which you can Tab through) int FocusCounterTab; // (same, but only count widgets which you can Tab through)
// Local parameters stacks
// We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
ImGuiItemFlags ItemFlags; // == ItemFlagsStack.back() [empty == ImGuiItemFlags_Default] ImGuiItemFlags ItemFlags; // == ItemFlagsStack.back() [empty == ImGuiItemFlags_Default]
float ItemWidth; // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window float ItemWidth; // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window
@ -1349,29 +1361,31 @@ struct IMGUI_API ImGuiWindowTempData
ImVector<ImGuiGroupData>GroupStack; ImVector<ImGuiGroupData>GroupStack;
short StackSizesBackup[6]; // Store size of various stacks for asserting short StackSizesBackup[6]; // Store size of various stacks for asserting
ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
ImVec1 GroupOffset;
ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API.
ImGuiColumns* CurrentColumns; // Current columns set
ImGuiWindowTempData() ImGuiWindowTempData()
{ {
CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f); CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f);
CurrLineSize = PrevLineSize = ImVec2(0.0f, 0.0f); CurrLineSize = PrevLineSize = ImVec2(0.0f, 0.0f);
CurrLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f; CurrLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f;
TreeDepth = 0; Indent = ImVec1(0.0f);
TreeMayJumpToParentOnPopMask = 0x00; ColumnsOffset = ImVec1(0.0f);
GroupOffset = ImVec1(0.0f);
LastItemId = 0; LastItemId = 0;
LastItemStatusFlags = 0; LastItemStatusFlags = 0;
LastItemRect = LastItemDisplayRect = ImRect(); LastItemRect = LastItemDisplayRect = ImRect();
NavLayerActiveMask = NavLayerActiveMaskNext = 0x00; NavLayerActiveMask = NavLayerActiveMaskNext = 0x00;
NavLayerCurrent = ImGuiNavLayer_Main; NavLayerCurrent = ImGuiNavLayer_Main;
NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
NavHideHighlightOneFrame = false; NavHideHighlightOneFrame = false;
NavHasScroll = false; NavHasScroll = false;
MenuBarAppending = false; MenuBarAppending = false;
MenuBarOffset = ImVec2(0.0f, 0.0f); MenuBarOffset = ImVec2(0.0f, 0.0f);
TreeDepth = 0;
TreeJumpToParentOnPopMask = 0x00;
StateStorage = NULL; StateStorage = NULL;
CurrentColumns = NULL;
LayoutType = ParentLayoutType = ImGuiLayoutType_Vertical; LayoutType = ParentLayoutType = ImGuiLayoutType_Vertical;
FocusCounterAll = FocusCounterTab = -1; FocusCounterAll = FocusCounterTab = -1;
@ -1379,11 +1393,6 @@ struct IMGUI_API ImGuiWindowTempData
ItemWidth = 0.0f; ItemWidth = 0.0f;
TextWrapPos = -1.0f; TextWrapPos = -1.0f;
memset(StackSizesBackup, 0, sizeof(StackSizesBackup)); memset(StackSizesBackup, 0, sizeof(StackSizesBackup));
Indent = ImVec1(0.0f);
GroupOffset = ImVec1(0.0f);
ColumnsOffset = ImVec1(0.0f);
CurrentColumns = NULL;
} }
}; };

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@ -5269,7 +5269,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0;
bool is_open = TreeNodeBehaviorIsOpen(id, flags); bool is_open = TreeNodeBehaviorIsOpen(id, flags);
if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
window->DC.TreeMayJumpToParentOnPopMask |= (1 << window->DC.TreeDepth); window->DC.TreeJumpToParentOnPopMask |= (1 << window->DC.TreeDepth);
bool item_add = ItemAdd(interact_bb, id); bool item_add = ItemAdd(interact_bb, id);
window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDisplayRect;
@ -5442,12 +5442,12 @@ void ImGui::TreePop()
// Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled) // Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled)
if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet())
if (g.NavIdIsAlive && (window->DC.TreeMayJumpToParentOnPopMask & tree_depth_mask)) if (g.NavIdIsAlive && (window->DC.TreeJumpToParentOnPopMask & tree_depth_mask))
{ {
SetNavID(window->IDStack.back(), g.NavLayer); SetNavID(window->IDStack.back(), g.NavLayer);
NavMoveRequestCancel(); NavMoveRequestCancel();
} }
window->DC.TreeMayJumpToParentOnPopMask &= tree_depth_mask - 1; window->DC.TreeJumpToParentOnPopMask &= tree_depth_mask - 1;
IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much. IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much.
PopID(); PopID();