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Internals: Renamed ImGuiWindow::Accessed to WriteAccessed.
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parent
0e4f1df1a4
commit
6f7b1bf2e1
10
imgui.cpp
10
imgui.cpp
@ -1799,7 +1799,7 @@ ImGuiWindow::ImGuiWindow(const char* name)
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ScrollbarX = ScrollbarY = false;
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ScrollbarX = ScrollbarY = false;
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ScrollbarSizes = ImVec2(0.0f, 0.0f);
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ScrollbarSizes = ImVec2(0.0f, 0.0f);
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Active = WasActive = false;
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Active = WasActive = false;
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Accessed = false;
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WriteAccessed = false;
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Collapsed = false;
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Collapsed = false;
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SkipItems = false;
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SkipItems = false;
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Appearing = false;
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Appearing = false;
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@ -2410,7 +2410,7 @@ void ImGui::NewFrame()
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ImGuiWindow* window = g.Windows[i];
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ImGuiWindow* window = g.Windows[i];
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window->WasActive = window->Active;
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window->WasActive = window->Active;
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window->Active = false;
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window->Active = false;
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window->Accessed = false;
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window->WriteAccessed = false;
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}
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}
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// Closing the focused window restore focus to the first active root window in descending z-order
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// Closing the focused window restore focus to the first active root window in descending z-order
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@ -2748,7 +2748,7 @@ void ImGui::EndFrame()
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// Hide implicit "Debug" window if it hasn't been used
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// Hide implicit "Debug" window if it hasn't been used
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IM_ASSERT(g.CurrentWindowStack.Size == 1); // Mismatched Begin()/End() calls
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IM_ASSERT(g.CurrentWindowStack.Size == 1); // Mismatched Begin()/End() calls
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if (g.CurrentWindow && !g.CurrentWindow->Accessed)
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if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)
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g.CurrentWindow->Active = false;
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g.CurrentWindow->Active = false;
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ImGui::End();
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ImGui::End();
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@ -4609,7 +4609,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)
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// Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)
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if (first_begin_of_the_frame)
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if (first_begin_of_the_frame)
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window->Accessed = false;
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window->WriteAccessed = false;
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window->BeginCount++;
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window->BeginCount++;
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g.SetNextWindowSizeConstraint = false;
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g.SetNextWindowSizeConstraint = false;
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@ -10867,7 +10867,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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if (ImGui::IsItemHovered())
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if (ImGui::IsItemHovered())
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GImGui->OverlayDrawList.AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255,255,0,255));
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GImGui->OverlayDrawList.AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255,255,0,255));
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ImGui::BulletText("Scroll: (%.2f,%.2f)", window->Scroll.x, window->Scroll.y);
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ImGui::BulletText("Scroll: (%.2f,%.2f)", window->Scroll.x, window->Scroll.y);
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ImGui::BulletText("Active: %d, Accessed: %d", window->Active, window->Accessed);
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ImGui::BulletText("Active: %d, WriteAccessed: %d", window->Active, window->WriteAccessed);
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if (window->RootWindow != window) NodeWindow(window->RootWindow, "RootWindow");
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if (window->RootWindow != window) NodeWindow(window->RootWindow, "RootWindow");
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if (window->DC.ChildWindows.Size > 0) NodeWindows(window->DC.ChildWindows, "ChildWindows");
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if (window->DC.ChildWindows.Size > 0) NodeWindows(window->DC.ChildWindows, "ChildWindows");
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ImGui::BulletText("Storage: %d bytes", window->StateStorage.Data.Size * (int)sizeof(ImGuiStorage::Pair));
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ImGui::BulletText("Storage: %d bytes", window->StateStorage.Data.Size * (int)sizeof(ImGuiStorage::Pair));
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@ -698,7 +698,7 @@ struct IMGUI_API ImGuiWindow
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ImVec2 ScrollbarSizes;
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ImVec2 ScrollbarSizes;
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bool Active; // Set to true on Begin()
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bool Active; // Set to true on Begin()
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bool WasActive;
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bool WasActive;
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bool Accessed; // Set to true when any widget access the current window
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bool WriteAccessed; // Set to true when any widget access the current window
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bool Collapsed; // Set when collapsing window to become only title-bar
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bool Collapsed; // Set when collapsing window to become only title-bar
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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 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 Appearing; // Set during the frame where the window is appearing (or re-appearing)
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@ -778,7 +778,7 @@ namespace ImGui
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// - ImGui::NewFrame() has never been called, which is illegal.
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// - ImGui::NewFrame() has never been called, which is illegal.
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// - You are calling ImGui functions after ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal.
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// - You are calling ImGui functions after ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal.
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inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; }
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inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; }
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inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->Accessed = true; return g.CurrentWindow; }
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inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; }
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IMGUI_API ImGuiWindow* GetParentWindow();
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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 ImGuiWindow* FindWindowByName(const char* name);
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IMGUI_API void FocusWindow(ImGuiWindow* window);
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IMGUI_API void FocusWindow(ImGuiWindow* window);
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