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https://github.com/Drezil/imgui.git
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Internal: Avoid using GImGui multiple times in same function.
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parent
494d804735
commit
5ef7445d92
42
imgui.cpp
42
imgui.cpp
@ -3171,13 +3171,15 @@ void ImGui::MemFree(void* ptr)
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const char* ImGui::GetClipboardText()
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{
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return GImGui->IO.GetClipboardTextFn ? GImGui->IO.GetClipboardTextFn(GImGui->IO.ClipboardUserData) : "";
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ImGuiContext& g = *GImGui;
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return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : "";
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}
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void ImGui::SetClipboardText(const char* text)
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{
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if (GImGui->IO.SetClipboardTextFn)
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GImGui->IO.SetClipboardTextFn(GImGui->IO.ClipboardUserData, text);
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ImGuiContext& g = *GImGui;
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if (g.IO.SetClipboardTextFn)
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g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text);
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}
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const char* ImGui::GetVersion()
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@ -4331,15 +4333,18 @@ bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool c
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int ImGui::GetKeyIndex(ImGuiKey imgui_key)
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{
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IM_ASSERT(imgui_key >= 0 && imgui_key < ImGuiKey_COUNT);
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return GImGui->IO.KeyMap[imgui_key];
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ImGuiContext& g = *GImGui;
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return g.IO.KeyMap[imgui_key];
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}
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// Note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your back-end/engine stored them into io.KeysDown[]!
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bool ImGui::IsKeyDown(int user_key_index)
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{
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if (user_key_index < 0) return false;
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IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(GImGui->IO.KeysDown));
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return GImGui->IO.KeysDown[user_key_index];
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if (user_key_index < 0)
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return false;
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ImGuiContext& g = *GImGui;
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IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
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return g.IO.KeysDown[user_key_index];
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}
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int ImGui::CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate)
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@ -4948,7 +4953,7 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool s
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float target_x = window->ScrollTarget.x;
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if (snap_on_edges && cr_x <= 0.0f && target_x <= window->WindowPadding.x)
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target_x = 0.0f;
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else if (snap_on_edges && cr_x >= 1.0f && target_x >= window->ContentSize.x + window->WindowPadding.x + GImGui->Style.ItemSpacing.x)
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else if (snap_on_edges && cr_x >= 1.0f && target_x >= window->ContentSize.x + window->WindowPadding.x + g.Style.ItemSpacing.x)
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target_x = window->ContentSize.x + window->WindowPadding.x * 2.0f;
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scroll.x = target_x - cr_x * window->InnerRect.GetWidth();
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}
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@ -6139,7 +6144,7 @@ void ImGui::PushMultiItemsWidths(int components, float w_full)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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const ImGuiStyle& style = GImGui->Style;
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const ImGuiStyle& style = g.Style;
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const float w_item_one = ImMax(1.0f, (float)(int)((w_full - (style.ItemInnerSpacing.x) * (components-1)) / (float)components));
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const float w_item_last = ImMax(1.0f, (float)(int)(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components-1)));
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window->DC.ItemWidthStack.push_back(w_item_last);
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@ -6969,7 +6974,8 @@ void ImGui::SetScrollY(ImGuiWindow* window, float new_scroll_y)
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void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)
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{
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// We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size
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ImGuiWindow* window = GetCurrentWindow();
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
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window->ScrollTarget.x = (float)(int)(local_x + window->Scroll.x);
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window->ScrollTargetCenterRatio.x = center_x_ratio;
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@ -6978,7 +6984,8 @@ void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)
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void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio)
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{
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// We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size
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ImGuiWindow* window = GetCurrentWindow();
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
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window->ScrollTarget.y = (float)(int)(local_y + window->Scroll.y);
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window->ScrollTargetCenterRatio.y = center_y_ratio;
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@ -6987,19 +6994,21 @@ void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio)
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// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item.
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void ImGui::SetScrollHereX(float center_x_ratio)
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{
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ImGuiWindow* window = GetCurrentWindow();
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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float target_x = window->DC.LastItemRect.Min.x - window->Pos.x; // Left of last item, in window space
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float last_item_width = window->DC.LastItemRect.GetWidth();
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target_x += (last_item_width * center_x_ratio) + (GImGui->Style.ItemSpacing.x * (center_x_ratio - 0.5f) * 2.0f); // Precisely aim before, in the middle or after the last item.
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target_x += (last_item_width * center_x_ratio) + (g.Style.ItemSpacing.x * (center_x_ratio - 0.5f) * 2.0f); // Precisely aim before, in the middle or after the last item.
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SetScrollFromPosX(target_x, center_x_ratio);
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}
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// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
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void ImGui::SetScrollHereY(float center_y_ratio)
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{
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ImGuiWindow* window = GetCurrentWindow();
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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float target_y = window->DC.CursorPosPrevLine.y - window->Pos.y; // Top of last item, in window space
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target_y += (window->DC.PrevLineSize.y * center_y_ratio) + (GImGui->Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line.
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target_y += (window->DC.PrevLineSize.y * center_y_ratio) + (g.Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line.
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SetScrollFromPosY(target_y, center_y_ratio);
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}
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@ -9640,7 +9649,8 @@ static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
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static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y)
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{
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// Notify OS Input Method Editor of text input position
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if (HWND hwnd = (HWND)GImGui->IO.ImeWindowHandle)
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ImGuiIO& io = ImGui::GetIO();
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if (HWND hwnd = (HWND)io.ImeWindowHandle)
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if (HIMC himc = ::ImmGetContext(hwnd))
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{
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COMPOSITIONFORM cf;
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@ -3123,7 +3123,7 @@ namespace ImStb
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static int STB_TEXTEDIT_STRINGLEN(const STB_TEXTEDIT_STRING* obj) { return obj->CurLenW; }
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static ImWchar STB_TEXTEDIT_GETCHAR(const STB_TEXTEDIT_STRING* obj, int idx) { return obj->TextW[idx]; }
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static float STB_TEXTEDIT_GETWIDTH(STB_TEXTEDIT_STRING* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx+char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; return GImGui->Font->GetCharAdvance(c) * (GImGui->FontSize / GImGui->Font->FontSize); }
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static float STB_TEXTEDIT_GETWIDTH(STB_TEXTEDIT_STRING* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *GImGui; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); }
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static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x10000 ? 0 : key; }
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static ImWchar STB_TEXTEDIT_NEWLINE = '\n';
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static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* obj, int line_start_idx)
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