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Internals: maintaining focus order inside windows + only storing root windows in WindowsFocusOrder[] array. (toward #2304)
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@ -1322,7 +1322,7 @@ struct ImGuiContext
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// Windows state
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ImVector<ImGuiWindow*> Windows; // Windows, sorted in display order, back to front
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ImVector<ImGuiWindow*> WindowsFocusOrder; // Windows, sorted in focus order, back to front. (FIXME: We could only store root windows here! Need to sort out the Docking equivalent which is RootWindowDockStop and is unfortunately a little more dynamic)
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ImVector<ImGuiWindow*> WindowsFocusOrder; // Root windows, sorted in focus order, back to front.
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ImVector<ImGuiWindow*> WindowsTempSortBuffer; // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child
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ImVector<ImGuiWindow*> CurrentWindowStack;
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ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow*
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@ -1786,8 +1786,9 @@ struct IMGUI_API ImGuiWindow
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bool HasCloseButton; // Set when the window has a close button (p_open != NULL)
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signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3)
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short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
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short BeginOrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0.
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short BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues.
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short BeginOrderWithinParent; // Begin() order within immediate parent window, if we are a child window. Otherwise 0.
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short BeginOrderWithinContext; // Begin() order within entire imgui context. This is mostly used for debugging submission order related issues.
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short FocusOrder; // Order within WindowsFocusOrder[], altered when windows are focused.
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ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
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ImS8 AutoFitFramesX, AutoFitFramesY;
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ImS8 AutoFitChildAxises;
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