Internals: Added BringWindowToFront(), BringWindowToBack() helpers.

This commit is contained in:
omar 2017-11-16 13:11:16 +01:00
parent e9a7e73bba
commit 7c4be0a000
2 changed files with 34 additions and 11 deletions

View File

@ -4793,7 +4793,35 @@ void ImGui::Scrollbar(ImGuiLayoutType direction)
window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding); window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding);
} }
// Moving window to front of display (which happens to be back of our sorted list) void ImGui::BringWindowToFront(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
if (g.Windows.back() == window)
return;
for (int i = 0; i < g.Windows.Size; i++)
if (g.Windows[i] == window)
{
g.Windows.erase(g.Windows.begin() + i);
g.Windows.push_back(window);
break;
}
}
void ImGui::BringWindowToBack(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
if (g.Windows[0] == window)
return;
for (int i = 0; i < g.Windows.Size; i++)
if (g.Windows[i] == window)
{
memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*));
g.Windows[0] = window;
break;
}
}
// Moving window to front of display and set focus (which happens to be back of our sorted list)
void ImGui::FocusWindow(ImGuiWindow* window) void ImGui::FocusWindow(ImGuiWindow* window)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
@ -4805,7 +4833,7 @@ void ImGui::FocusWindow(ImGuiWindow* window)
if (!window) if (!window)
return; return;
// And move its root window to the top of the pile // Move the root window to the top of the pile
if (window->RootWindow) if (window->RootWindow)
window = window->RootWindow; window = window->RootWindow;
@ -4815,15 +4843,8 @@ void ImGui::FocusWindow(ImGuiWindow* window)
ClearActiveID(); ClearActiveID();
// Bring to front // Bring to front
if ((window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) || g.Windows.back() == window) if (!(window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus))
return; BringWindowToFront(window);
for (int i = 0; i < g.Windows.Size; i++)
if (g.Windows[i] == window)
{
g.Windows.erase(g.Windows.begin() + i);
break;
}
g.Windows.push_back(window);
} }
void ImGui::FocusPreviousWindow() void ImGui::FocusPreviousWindow()

View File

@ -779,6 +779,8 @@ namespace ImGui
IMGUI_API ImGuiWindow* GetParentWindow(); IMGUI_API ImGuiWindow* GetParentWindow();
IMGUI_API ImGuiWindow* FindWindowByName(const char* name); IMGUI_API ImGuiWindow* FindWindowByName(const char* name);
IMGUI_API void FocusWindow(ImGuiWindow* window); IMGUI_API void FocusWindow(ImGuiWindow* window);
IMGUI_API void BringWindowToFront(ImGuiWindow* window);
IMGUI_API void BringWindowToBack(ImGuiWindow* window);
IMGUI_API void Initialize(); IMGUI_API void Initialize();
IMGUI_API void EndFrame(); // Ends the ImGui frame. Automatically called by Render()! you most likely don't need to ever call that yourself directly. If you don't need to render you can call EndFrame() but you'll have wasted CPU already. If you don't need to render, don't create any windows instead! IMGUI_API void EndFrame(); // Ends the ImGui frame. Automatically called by Render()! you most likely don't need to ever call that yourself directly. If you don't need to render you can call EndFrame() but you'll have wasted CPU already. If you don't need to render, don't create any windows instead!