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Internals: Refactor: Moved cursor position functions to Layout section.
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parent
3ce26f65d4
commit
6c1810e503
125
imgui.cpp
125
imgui.cpp
@ -6705,66 +6705,6 @@ void ImGui::SetWindowFontScale(float scale)
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g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
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}
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// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient.
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// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'.
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ImVec2 ImGui::GetCursorPos()
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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return window->DC.CursorPos - window->Pos + window->Scroll;
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}
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float ImGui::GetCursorPosX()
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x;
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}
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float ImGui::GetCursorPosY()
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y;
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}
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void ImGui::SetCursorPos(const ImVec2& local_pos)
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{
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ImGuiWindow* window = GetCurrentWindow();
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window->DC.CursorPos = window->Pos - window->Scroll + local_pos;
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window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
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}
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void ImGui::SetCursorPosX(float x)
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{
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ImGuiWindow* window = GetCurrentWindow();
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window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x;
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window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);
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}
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void ImGui::SetCursorPosY(float y)
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{
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ImGuiWindow* window = GetCurrentWindow();
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window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y;
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window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
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}
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ImVec2 ImGui::GetCursorStartPos()
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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return window->DC.CursorStartPos - window->Pos;
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}
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ImVec2 ImGui::GetCursorScreenPos()
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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return window->DC.CursorPos;
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}
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void ImGui::SetCursorScreenPos(const ImVec2& pos)
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{
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ImGuiWindow* window = GetCurrentWindow();
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window->DC.CursorPos = pos;
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window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
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}
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void ImGui::ActivateItem(ImGuiID id)
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{
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ImGuiContext& g = *GImGui;
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@ -6966,6 +6906,11 @@ static void ImGui::ErrorCheckBeginEndCompareStacksSize(ImGuiWindow* window, bool
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// - ItemSize()
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// - ItemAdd()
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// - SameLine()
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// - GetCursorScreenPos()
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// - SetCursorScreenPos()
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// - GetCursorPos(), GetCursorPosX(), GetCursorPosY()
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// - SetCursorPos(), SetCursorPosX(), SetCursorPosY()
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// - GetCursorStartPos()
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// - Indent()
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// - Unindent()
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// - BeginGroup()
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@ -7097,6 +7042,66 @@ void ImGui::SameLine(float offset_from_start_x, float spacing_w)
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window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
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}
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ImVec2 ImGui::GetCursorScreenPos()
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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return window->DC.CursorPos;
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}
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void ImGui::SetCursorScreenPos(const ImVec2& pos)
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{
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ImGuiWindow* window = GetCurrentWindow();
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window->DC.CursorPos = pos;
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window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
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}
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// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient.
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// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'.
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ImVec2 ImGui::GetCursorPos()
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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return window->DC.CursorPos - window->Pos + window->Scroll;
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}
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float ImGui::GetCursorPosX()
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x;
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}
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float ImGui::GetCursorPosY()
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y;
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}
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void ImGui::SetCursorPos(const ImVec2& local_pos)
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{
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ImGuiWindow* window = GetCurrentWindow();
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window->DC.CursorPos = window->Pos - window->Scroll + local_pos;
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window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
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}
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void ImGui::SetCursorPosX(float x)
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{
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ImGuiWindow* window = GetCurrentWindow();
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window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x;
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window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);
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}
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void ImGui::SetCursorPosY(float y)
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{
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ImGuiWindow* window = GetCurrentWindow();
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window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y;
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window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
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}
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ImVec2 ImGui::GetCursorStartPos()
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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return window->DC.CursorStartPos - window->Pos;
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}
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void ImGui::Indent(float indent_w)
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{
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ImGuiContext& g = *GImGui;
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