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Internals: Moved some of NewFrame() into UpdateMovingWindow().
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parent
7cc1bc7635
commit
64e0666803
76
imgui.cpp
76
imgui.cpp
@ -732,6 +732,7 @@ static void NavUpdate();
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static void NavUpdateWindowing();
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static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id);
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static void UpdateMovingWindow();
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static void UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]);
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static void FocusFrontMostActiveWindow(ImGuiWindow* ignore_window);
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}
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@ -3219,6 +3220,45 @@ static void ImGui::NavUpdate()
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#endif
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}
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static void ImGui::UpdateMovingWindow()
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{
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ImGuiContext& g = *GImGui;
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if (g.MovingWindow && g.MovingWindow->MoveId == g.ActiveId && g.ActiveIdSource == ImGuiInputSource_Mouse)
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{
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// We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window).
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// We track it to preserve Focus and so that ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.
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KeepAliveID(g.ActiveId);
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IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindow);
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ImGuiWindow* moving_window = g.MovingWindow->RootWindow;
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if (g.IO.MouseDown[0])
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{
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ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
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if (moving_window->PosFloat.x != pos.x || moving_window->PosFloat.y != pos.y)
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{
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MarkIniSettingsDirty(moving_window);
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moving_window->PosFloat = pos;
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}
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FocusWindow(g.MovingWindow);
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}
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else
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{
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ClearActiveID();
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g.MovingWindow = NULL;
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}
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}
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else
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{
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// When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others.
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if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId)
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{
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KeepAliveID(g.ActiveId);
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if (!g.IO.MouseDown[0])
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ClearActiveID();
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}
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g.MovingWindow = NULL;
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}
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}
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void ImGui::NewFrame()
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{
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IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?");
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@ -3347,40 +3387,8 @@ void ImGui::NewFrame()
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g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
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g.IO.Framerate = 1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame));
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// Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering).
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if (g.MovingWindow && g.MovingWindow->MoveId == g.ActiveId && g.ActiveIdSource == ImGuiInputSource_Mouse)
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{
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KeepAliveID(g.ActiveId);
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IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindow);
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if (g.IO.MouseDown[0])
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{
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// MovingWindow = window we clicked on, could be a child window. We track it to preserve Focus and so that ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.
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ImGuiWindow* actually_moving_window = g.MovingWindow->RootWindow;
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ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
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if (actually_moving_window->PosFloat.x != pos.x || actually_moving_window->PosFloat.y != pos.y)
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{
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MarkIniSettingsDirty(actually_moving_window);
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actually_moving_window->PosFloat = pos;
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}
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FocusWindow(g.MovingWindow);
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}
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else
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{
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ClearActiveID();
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g.MovingWindow = NULL;
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}
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}
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else
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{
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// When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others.
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if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId)
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{
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KeepAliveID(g.ActiveId);
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if (!g.IO.MouseDown[0])
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ClearActiveID();
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}
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g.MovingWindow = NULL;
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}
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// Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
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UpdateMovingWindow();
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// Delay saving settings so we don't spam disk too much
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if (g.SettingsDirtyTimer > 0.0f)
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