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Merge branch 'master' into navigation
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commit
919fc548ad
31
imgui.cpp
31
imgui.cpp
@ -5062,14 +5062,13 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl
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{
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{
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// Retrieve settings from .ini file
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// Retrieve settings from .ini file
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// Use SetWindowPos() or SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
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// Use SetWindowPos() or SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
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window->PosFloat = ImVec2(60, 60);
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window->Pos = window->PosFloat = ImVec2(60, 60);
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window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y);
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if (ImGuiWindowSettings* settings = ImGui::FindWindowSettings(window->ID))
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if (ImGuiWindowSettings* settings = ImGui::FindWindowSettings(window->ID))
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{
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{
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SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
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SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
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window->PosFloat = settings->Pos;
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window->PosFloat = settings->Pos;
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window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y);
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window->Pos = ImFloor(window->PosFloat);
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window->Collapsed = settings->Collapsed;
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window->Collapsed = settings->Collapsed;
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if (ImLengthSqr(settings->Size) > 0.00001f)
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if (ImLengthSqr(settings->Size) > 0.00001f)
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size = settings->Size;
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size = settings->Size;
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@ -5381,6 +5380,13 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->LastFrameActive = current_frame;
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window->LastFrameActive = current_frame;
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window->IDStack.resize(1);
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window->IDStack.resize(1);
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// Lock window rounding, border size and rounding so that altering the border sizes for children doesn't have side-effects.
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window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
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window->WindowBorderSize = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildBorderSize : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize;
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window->WindowPadding = style.WindowPadding;
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if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f)
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window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);
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// Setup draw list and outer clipping rectangle
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// Setup draw list and outer clipping rectangle
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window->DrawList->Clear();
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window->DrawList->Clear();
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window->DrawList->Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0);
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window->DrawList->Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0);
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@ -5396,7 +5402,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Popup first latch mouse position, will position itself when it appears next frame
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// Popup first latch mouse position, will position itself when it appears next frame
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window->AutoPosLastDirection = ImGuiDir_None;
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window->AutoPosLastDirection = ImGuiDir_None;
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if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api)
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if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api)
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window->PosFloat = g.CurrentPopupStack.back().OpenPopupPos;
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window->Pos = window->PosFloat = g.CurrentPopupStack.back().OpenPopupPos;
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}
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}
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// Collapse window by double-clicking on title bar
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// Collapse window by double-clicking on title bar
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@ -5438,15 +5444,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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}
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}
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}
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}
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// Lock window rounding, border size and rounding so that altering the border sizes for children doesn't have side-effects.
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window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
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window->WindowBorderSize = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildBorderSize : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize;
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window->WindowPadding = style.WindowPadding;
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if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f)
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window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);
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const float window_rounding = window->WindowRounding;
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const float window_border_size = window->WindowBorderSize;
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// Calculate auto-fit size, handle automatic resize
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// Calculate auto-fit size, handle automatic resize
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const ImVec2 size_auto_fit = CalcSizeAutoFit(window, window->SizeContents);
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const ImVec2 size_auto_fit = CalcSizeAutoFit(window, window->SizeContents);
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ImVec2 size_full_modified(FLT_MAX, FLT_MAX);
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ImVec2 size_full_modified(FLT_MAX, FLT_MAX);
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@ -5551,7 +5548,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->PosFloat = ImMin(window->PosFloat, g.IO.DisplaySize - padding);
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window->PosFloat = ImMin(window->PosFloat, g.IO.DisplaySize - padding);
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}
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}
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}
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}
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window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y);
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window->Pos = ImFloor(window->PosFloat);
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// Default item width. Make it proportional to window size if window manually resizes
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// Default item width. Make it proportional to window size if window manually resizes
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if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
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if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
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@ -5589,6 +5586,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->DrawList->AddRectFilled(fullscreen_rect.Min, fullscreen_rect.Max, GetColorU32(ImGuiCol_ModalWindowDarkening, g.ModalWindowDarkeningRatio));
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window->DrawList->AddRectFilled(fullscreen_rect.Min, fullscreen_rect.Max, GetColorU32(ImGuiCol_ModalWindowDarkening, g.ModalWindowDarkeningRatio));
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// Draw window + handle manual resize
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// Draw window + handle manual resize
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const float window_rounding = window->WindowRounding;
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const float window_border_size = window->WindowBorderSize;
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ImRect title_bar_rect = window->TitleBarRect();
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ImRect title_bar_rect = window->TitleBarRect();
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const bool window_is_focused = want_focus || (g.NavWindow && window->RootNonPopupWindow == g.NavWindow->RootNonPopupWindow);
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const bool window_is_focused = want_focus || (g.NavWindow && window->RootNonPopupWindow == g.NavWindow->RootNonPopupWindow);
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if (window->Collapsed)
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if (window->Collapsed)
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@ -5697,7 +5696,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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}
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}
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if (pos_target.x != FLT_MAX)
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if (pos_target.x != FLT_MAX)
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{
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{
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window->Pos = window->PosFloat = ImVec2((float)(int)pos_target.x, (float)(int)pos_target.y);
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window->Pos = window->PosFloat = ImFloor(pos_target);
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MarkIniSettingsDirty(window);
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MarkIniSettingsDirty(window);
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}
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}
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@ -6565,7 +6564,7 @@ static void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
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// Set
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// Set
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const ImVec2 old_pos = window->Pos;
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const ImVec2 old_pos = window->Pos;
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window->PosFloat = pos;
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window->PosFloat = pos;
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window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y);
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window->Pos = ImFloor(pos);
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window->DC.CursorPos += (window->Pos - old_pos); // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor
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window->DC.CursorPos += (window->Pos - old_pos); // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor
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window->DC.CursorMaxPos += (window->Pos - old_pos); // And more importantly we need to adjust this so size calculation doesn't get affected.
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window->DC.CursorMaxPos += (window->Pos - old_pos); // And more importantly we need to adjust this so size calculation doesn't get affected.
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}
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}
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@ -136,8 +136,8 @@ static inline int ImMin(int lhs, int rhs)
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static inline int ImMax(int lhs, int rhs) { return lhs >= rhs ? lhs : rhs; }
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static inline int ImMax(int lhs, int rhs) { return lhs >= rhs ? lhs : rhs; }
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static inline float ImMin(float lhs, float rhs) { return lhs < rhs ? lhs : rhs; }
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static inline float ImMin(float lhs, float rhs) { return lhs < rhs ? lhs : rhs; }
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static inline float ImMax(float lhs, float rhs) { return lhs >= rhs ? lhs : rhs; }
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static inline float ImMax(float lhs, float rhs) { return lhs >= rhs ? lhs : rhs; }
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static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(ImMin(lhs.x,rhs.x), ImMin(lhs.y,rhs.y)); }
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static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); }
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static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(ImMax(lhs.x,rhs.x), ImMax(lhs.y,rhs.y)); }
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static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); }
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static inline int ImClamp(int v, int mn, int mx) { return (v < mn) ? mn : (v > mx) ? mx : v; }
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static inline int ImClamp(int v, int mn, int mx) { return (v < mn) ? mn : (v > mx) ? mx : v; }
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static inline float ImClamp(float v, float mn, float mx) { return (v < mn) ? mn : (v > mx) ? mx : v; }
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static inline float ImClamp(float v, float mn, float mx) { return (v < mn) ? mn : (v > mx) ? mx : v; }
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static inline ImVec2 ImClamp(const ImVec2& f, const ImVec2& mn, ImVec2 mx) { return ImVec2(ImClamp(f.x,mn.x,mx.x), ImClamp(f.y,mn.y,mx.y)); }
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static inline ImVec2 ImClamp(const ImVec2& f, const ImVec2& mn, ImVec2 mx) { return ImVec2(ImClamp(f.x,mn.x,mx.x), ImClamp(f.y,mn.y,mx.y)); }
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@ -303,7 +303,8 @@ struct IMGUI_API ImRect
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void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; }
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void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; }
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void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; }
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void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; }
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void Translate(const ImVec2& v) { Min.x += v.x; Min.y += v.y; Max.x += v.x; Max.y += v.y; }
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void Translate(const ImVec2& v) { Min.x += v.x; Min.y += v.y; Max.x += v.x; Max.y += v.y; }
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void ClipWith(const ImRect& r) { if (Min.x < r.Min.x) Min.x = r.Min.x; if (Min.y < r.Min.y) Min.y = r.Min.y; if (Max.x > r.Max.x) Max.x = r.Max.x; if (Max.y > r.Max.y) Max.y = r.Max.y; }
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void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display.
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void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped.
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void Floor() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; }
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void Floor() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; }
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void FixInverted() { if (Min.x > Max.x) ImSwap(Min.x, Max.x); if (Min.y > Max.y) ImSwap(Min.y, Max.y); }
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void FixInverted() { if (Min.x > Max.x) ImSwap(Min.x, Max.x); if (Min.y > Max.y) ImSwap(Min.y, Max.y); }
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bool IsFinite() const { return Min.x != FLT_MAX; }
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bool IsFinite() const { return Min.x != FLT_MAX; }
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