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Internals: ItemFlags is a shared resource as advertised. Fix Begin/PushItemFlags/End sequence (mostly for consistency)
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@ -1346,6 +1346,7 @@ struct ImGuiContext
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float WheelingWindowTimer;
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// Item/widgets state and tracking information
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ImGuiItemFlags CurrentItemFlags; // == g.ItemFlagsStack.back()
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ImGuiID HoveredId; // Hovered widget, filled during the frame
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ImGuiID HoveredIdPreviousFrame;
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bool HoveredIdAllowOverlap;
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@ -1574,6 +1575,7 @@ struct ImGuiContext
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WheelingWindow = NULL;
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WheelingWindowTimer = 0.0f;
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CurrentItemFlags = ImGuiItemFlags_None;
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HoveredId = HoveredIdPreviousFrame = 0;
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HoveredIdAllowOverlap = false;
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HoveredIdUsingMouseWheel = HoveredIdPreviousFrameUsingMouseWheel = false;
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@ -1750,7 +1752,6 @@ struct IMGUI_API ImGuiWindowTempData
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// Local parameters stacks
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// We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
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ImGuiItemFlags ItemFlags; // == g.ItemFlagsStack.back()
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float ItemWidth; // Current item width (>0.0: width in pixels, <0.0: align xx pixels to the right of window).
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float TextWrapPos; // Current text wrap pos.
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ImVector<float> ItemWidthStack; // Store item widths to restore (attention: .back() is not == ItemWidth)
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@ -2286,7 +2287,7 @@ namespace ImGui
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inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemStatusFlags; }
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inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; }
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inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; }
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inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.ItemFlags; }
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inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.CurrentItemFlags; }
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IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window);
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IMGUI_API void SetFocusID(ImGuiID id, ImGuiWindow* window);
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IMGUI_API void ClearActiveID();
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