mirror of
https://github.com/Drezil/imgui.git
synced 2024-12-24 00:26:36 +00:00
Skip most logic is alpha is 0.0, Begin() also return false to allow user to early out
This commit is contained in:
parent
ca027e1754
commit
7c61822d26
66
imgui.cpp
66
imgui.cpp
@ -671,7 +671,8 @@ struct ImGuiWindow
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bool ScrollbarY;
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bool Visible; // Set to true on Begin()
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bool Accessed; // Set to true when any widget access the current window
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bool Collapsed;
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bool Collapsed; // Set when collapsing window to become only title-bar
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bool SkipItems; // == Visible && !Collapsed
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int AutoFitFrames;
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ImGuiDrawContext DC;
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@ -926,6 +927,7 @@ ImGuiWindow::ImGuiWindow(const char* name, ImVec2 default_pos, ImVec2 default_si
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Visible = false;
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Accessed = false;
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Collapsed = false;
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SkipItems = false;
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AutoFitFrames = -1;
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LastFrameDrawn = -1;
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ItemWidthDefault = 0.0f;
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@ -1945,7 +1947,7 @@ bool Begin(const char* name, bool* open, ImVec2 size, float fill_alpha, ImGuiWin
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// Apply and ImClamp scrolling
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window->ScrollY = window->NextScrollY;
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window->ScrollY = ImMax(window->ScrollY, 0.0f);
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if (!window->Collapsed)
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if (!window->Collapsed && !window->SkipItems)
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window->ScrollY = ImMin(window->ScrollY, ImMax(0.0f, (float)window->SizeContentsFit.y - window->SizeFull.y));
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window->NextScrollY = window->ScrollY;
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@ -2186,9 +2188,12 @@ bool Begin(const char* name, bool* open, ImVec2 size, float fill_alpha, ImGuiWin
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if (window->Collapsed)
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window->Visible = false;
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}
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if (g.Style.Alpha <= 0.0f)
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window->Visible = false;
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// Return collapsed so that user can perform an early out optimisation
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return !window->Collapsed;
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// Return false if we don't intend to display anything to allow user to perform an early out optimisation
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window->SkipItems = !window->Visible || window->Collapsed;
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return !window->SkipItems;
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}
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void End()
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@ -2456,7 +2461,7 @@ ImGuiStorage* GetTreeStateStorage()
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void TextV(const char* fmt, va_list args)
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{
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ImGuiWindow* window = GetCurrentWindow();
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if (window->Collapsed)
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if (window->SkipItems)
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return;
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static char buf[1024];
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@ -2486,7 +2491,7 @@ void TextUnformatted(const char* text, const char* text_end)
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{
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ImGuiState& g = GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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if (window->Collapsed)
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if (window->SkipItems)
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return;
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const char* text_begin = text;
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@ -2584,7 +2589,7 @@ void AlignFirstTextHeightToWidgets()
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{
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ImGuiState& g = GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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if (window->Collapsed)
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if (window->SkipItems)
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return;
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// Declare a dummy item size to that upcoming items that are smaller will center-align on the newly expanded line height.
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@ -2596,7 +2601,7 @@ void LabelText(const char* label, const char* fmt, ...)
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{
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ImGuiState& g = GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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if (window->Collapsed)
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if (window->SkipItems)
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return;
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const ImGuiStyle& style = g.Style;
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const float w = window->DC.ItemWidth.back();
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@ -2669,7 +2674,7 @@ bool Button(const char* label, ImVec2 size, bool repeat_when_held)
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{
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ImGuiState& g = GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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if (window->Collapsed)
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if (window->SkipItems)
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return false;
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const ImGuiStyle& style = g.Style;
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@ -2709,7 +2714,7 @@ bool SmallButton(const char* label)
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{
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ImGuiState& g = GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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if (window->Collapsed)
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if (window->SkipItems)
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return false;
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const ImGuiStyle& style = g.Style;
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@ -2827,7 +2832,7 @@ bool CollapsingHeader(const char* label, const char* str_id, const bool display_
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{
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ImGuiState& g = GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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if (window->Collapsed)
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if (window->SkipItems)
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return false;
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const ImGuiStyle& style = g.Style;
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@ -2907,7 +2912,7 @@ void BulletText(const char* fmt, ...)
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{
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ImGuiState& g = GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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if (window->Collapsed)
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if (window->SkipItems)
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return;
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static char buf[1024];
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@ -3059,7 +3064,7 @@ bool SliderFloat(const char* label, float* v, float v_min, float v_max, const ch
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{
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ImGuiState& g = GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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if (window->Collapsed)
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if (window->SkipItems)
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return false;
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const ImGuiStyle& style = g.Style;
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@ -3295,7 +3300,7 @@ static bool SliderFloatN(const char* label, float v[3], int components, float v_
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{
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ImGuiState& g = GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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if (window->Collapsed)
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if (window->SkipItems)
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return false;
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const ImGuiStyle& style = g.Style;
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@ -3358,7 +3363,7 @@ static void Plot(ImGuiPlotType plot_type, const char* label, const float* values
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{
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ImGuiState& g = GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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if (window->Collapsed)
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if (window->SkipItems)
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return;
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const ImGuiStyle& style = g.Style;
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@ -3466,7 +3471,7 @@ void Checkbox(const char* label, bool* v)
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{
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ImGuiState& g = GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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if (window->Collapsed)
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if (window->SkipItems)
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return;
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const ImGuiStyle& style = g.Style;
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@ -3520,7 +3525,7 @@ bool RadioButton(const char* label, bool active)
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{
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ImGuiState& g = GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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if (window->Collapsed)
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if (window->SkipItems)
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return false;
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const ImGuiStyle& style = g.Style;
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@ -3709,7 +3714,7 @@ bool InputFloat(const char* label, float *v, float step, float step_fast, int de
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{
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ImGuiState& g = GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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if (window->Collapsed)
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if (window->SkipItems)
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return false;
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const ImGuiStyle& style = g.Style;
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@ -3773,7 +3778,7 @@ bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlag
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{
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ImGuiState& g = GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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if (window->Collapsed)
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if (window->SkipItems)
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return false;
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const ImGuiIO& io = g.IO;
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@ -3997,7 +4002,7 @@ static bool InputFloatN(const char* label, float* v, int components, int decimal
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{
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ImGuiState& g = GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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if (window->Collapsed)
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if (window->SkipItems)
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return false;
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const ImGuiStyle& style = g.Style;
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@ -4094,7 +4099,7 @@ bool Combo(const char* label, int* current_item, bool (*items_getter)(void*, int
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{
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ImGuiState& g = GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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if (window->Collapsed)
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if (window->SkipItems)
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return false;
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const ImGuiStyle& style = g.Style;
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@ -4209,7 +4214,7 @@ bool ColorButton(const ImVec4& col, bool small_height, bool outline_border)
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{
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ImGuiState& g = GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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if (window->Collapsed)
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if (window->SkipItems)
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return false;
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const ImGuiStyle& style = g.Style;
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@ -4256,7 +4261,7 @@ bool ColorEdit4(const char* label, float col[4], bool alpha)
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{
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ImGuiState& g = GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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if (window->Collapsed)
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if (window->SkipItems)
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return false;
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const ImGuiStyle& style = g.Style;
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@ -4392,7 +4397,7 @@ void ColorEditMode(ImGuiColorEditMode mode)
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void Separator()
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{
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ImGuiWindow* window = GetCurrentWindow();
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if (window->Collapsed)
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if (window->SkipItems)
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return;
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if (window->DC.ColumnsCount > 1)
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@ -4417,7 +4422,7 @@ void Separator()
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void Spacing()
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{
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ImGuiWindow* window = GetCurrentWindow();
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if (window->Collapsed)
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if (window->SkipItems)
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return;
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ItemSize(ImVec2(0,0));
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@ -4427,7 +4432,7 @@ static void ItemSize(ImVec2 size, ImVec2* adjust_start_offset)
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{
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ImGuiState& g = GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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if (window->Collapsed)
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if (window->SkipItems)
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return;
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const float line_height = ImMax(window->DC.CurrentLineHeight, size.y);
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@ -4453,7 +4458,7 @@ void NextColumn()
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{
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ImGuiState& g = GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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if (window->Collapsed)
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if (window->SkipItems)
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return;
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if (window->DC.ColumnsCount > 1)
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@ -4507,7 +4512,7 @@ void SameLine(int column_x, int spacing_w)
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{
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ImGuiState& g = GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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if (window->Collapsed)
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if (window->SkipItems)
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return;
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float x, y;
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@ -4580,7 +4585,7 @@ void Columns(int columns_count, const char* id, bool border)
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{
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ImGuiState& g = GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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if (window->Collapsed)
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if (window->SkipItems)
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return;
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if (window->DC.ColumnsCount != 1)
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@ -4809,6 +4814,9 @@ void ImDrawList::AddLine(const ImVec2& a, const ImVec2& b, ImU32 col)
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void ImDrawList::AddArc(const ImVec2& center, float rad, ImU32 col, int a_min, int a_max, bool tris, const ImVec2& third_point_offset)
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{
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if ((col >> 24) == 0)
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return;
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static ImVec2 circle_vtx[12];
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static bool circle_vtx_builds = false;
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if (!circle_vtx_builds)
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