Comments & spacing

This commit is contained in:
ocornut 2015-11-29 22:01:26 +00:00
parent b7e1ae4bf9
commit 9dca2ca960
2 changed files with 58 additions and 56 deletions

View File

@ -414,6 +414,7 @@
- window: get size/pos helpers given names (see discussion in #249) - window: get size/pos helpers given names (see discussion in #249)
- window: a collapsed window can be stuck behind the main menu bar? - window: a collapsed window can be stuck behind the main menu bar?
- window: detect extra End() call that pop the "Debug" window out and assert at call site instead of later. - window: detect extra End() call that pop the "Debug" window out and assert at call site instead of later.
- window: consider renaming "GetWindowFont" which conflict with old Windows #define (#340)
- window/tooltip: allow to set the width of a tooltip to allow TextWrapped() etc. while keeping the height automatic. - window/tooltip: allow to set the width of a tooltip to allow TextWrapped() etc. while keeping the height automatic.
- draw-list: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command). - draw-list: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command).
!- scrolling: allow immediately effective change of scroll if we haven't appended items yet !- scrolling: allow immediately effective change of scroll if we haven't appended items yet
@ -5545,6 +5546,7 @@ bool ImGui::TreeNodeBehaviorIsOpened(ImGuiID id, ImGuiTreeNodeFlags flags)
return opened; return opened;
} }
// FIXME: Split into CollapsingHeader(label, default_open?) and TreeNodeBehavior(label), obsolete the 4 parameters function.
bool ImGui::CollapsingHeader(const char* label, const char* str_id, bool display_frame, bool default_open) bool ImGui::CollapsingHeader(const char* label, const char* str_id, bool display_frame, bool default_open)
{ {
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
@ -7122,7 +7124,7 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f
} }
// Edit a string of text // Edit a string of text
// FIXME: This is rather complex partly because we are doing UTF8 > u16 > UTF8 conversions on the go to more easily handle stb_textedit calls. Ideally we should stay in UTF-8 all the time. // FIXME: Rather messy function partly because we are doing UTF8 > u16 > UTF8 conversions on the go to more easily handle stb_textedit calls. Ideally we should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188
bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data) bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data)
{ {
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
@ -7141,7 +7143,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
const bool is_editable = (flags & ImGuiInputTextFlags_ReadOnly) == 0; const bool is_editable = (flags & ImGuiInputTextFlags_ReadOnly) == 0;
const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0; const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0;
ImVec2 label_size = ImGui::CalcTextSize(label, NULL, true); const ImVec2 label_size = ImGui::CalcTextSize(label, NULL, true);
ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), is_multiline ? ImGui::GetTextLineHeight() * 8.0f : label_size.y); // Arbitrary default of 8 lines high for multi-line ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), is_multiline ? ImGui::GetTextLineHeight() * 8.0f : label_size.y); // Arbitrary default of 8 lines high for multi-line
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size + style.FramePadding*2.0f); const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size + style.FramePadding*2.0f);
const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? (style.ItemInnerSpacing.x + label_size.x) : 0.0f, 0.0f)); const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? (style.ItemInnerSpacing.x + label_size.x) : 0.0f, 0.0f));
@ -7210,7 +7212,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
{ {
// Start edition // Start edition
// Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar) // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar)
// From the moment we focused we are ignoring the content of 'buf' // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode)
const int prev_len_w = edit_state.CurLenW; const int prev_len_w = edit_state.CurLenW;
edit_state.Text.resize(buf_size+1); // wchar count <= utf-8 count. we use +1 to make sure that .Data isn't NULL so it doesn't crash. edit_state.Text.resize(buf_size+1); // wchar count <= utf-8 count. we use +1 to make sure that .Data isn't NULL so it doesn't crash.
edit_state.InitialText.resize(buf_size+1); // utf-8. we use +1 to make sure that .Data isn't NULL so it doesn't crash. edit_state.InitialText.resize(buf_size+1); // utf-8. we use +1 to make sure that .Data isn't NULL so it doesn't crash.
@ -7271,7 +7273,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
edit_state.BufSizeA = buf_size; edit_state.BufSizeA = buf_size;
// Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget. // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget.
// Down the line we should have a cleaner concept of focused vs active in the library. // Down the line we should have a cleaner library-wide concept of Selected vs Active.
g.ActiveIdAllowHoveringOthers = !io.MouseDown[0]; g.ActiveIdAllowHoveringOthers = !io.MouseDown[0];
// Edit in progress // Edit in progress
@ -7419,9 +7421,9 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
else else
{ {
// Apply new value immediately - copy modified buffer back // Apply new value immediately - copy modified buffer back
// Note that as soon as we can focus into the input box, the in-widget value gets priority over any underlying modification of the input buffer // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer
// FIXME: We actually always render 'buf' when calling DrawList->AddText // FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect.
// FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks.
if (is_editable) if (is_editable)
{ {
edit_state.TempTextBuffer.resize(edit_state.Text.Size * 4); edit_state.TempTextBuffer.resize(edit_state.Text.Size * 4);

View File

@ -208,10 +208,10 @@ struct IMGUI_API ImRect
ImVec2 GetSize() const { return ImVec2(Max.x-Min.x, Max.y-Min.y); } ImVec2 GetSize() const { return ImVec2(Max.x-Min.x, Max.y-Min.y); }
float GetWidth() const { return Max.x-Min.x; } float GetWidth() const { return Max.x-Min.x; }
float GetHeight() const { return Max.y-Min.y; } float GetHeight() const { return Max.y-Min.y; }
ImVec2 GetTL() const { return Min; } ImVec2 GetTL() const { return Min; } // Top-left
ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right
ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left
ImVec2 GetBR() const { return Max; } ImVec2 GetBR() const { return Max; } // Bottom-right
bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; } bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; }
bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x < Max.x && r.Max.y < Max.y; } bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x < Max.x && r.Max.y < Max.y; }
bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; } bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; }