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

@ -196,33 +196,33 @@ enum ImGuiDataType
// NB: we can't rely on ImVec2 math operators being available here // NB: we can't rely on ImVec2 math operators being available here
struct IMGUI_API ImRect struct IMGUI_API ImRect
{ {
ImVec2 Min; // Upper-left ImVec2 Min; // Upper-left
ImVec2 Max; // Lower-right ImVec2 Max; // Lower-right
ImRect() : Min(FLT_MAX,FLT_MAX), Max(-FLT_MAX,-FLT_MAX) {} ImRect() : Min(FLT_MAX,FLT_MAX), Max(-FLT_MAX,-FLT_MAX) {}
ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {} ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {}
ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {} ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {}
ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {} ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {}
ImVec2 GetCenter() const { return ImVec2((Min.x+Max.x)*0.5f, (Min.y+Max.y)*0.5f); } ImVec2 GetCenter() const { return ImVec2((Min.x+Max.x)*0.5f, (Min.y+Max.y)*0.5f); }
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; }
void Add(const ImVec2& rhs) { if (Min.x > rhs.x) Min.x = rhs.x; if (Min.y > rhs.y) Min.y = rhs.y; if (Max.x < rhs.x) Max.x = rhs.x; if (Max.y < rhs.y) Max.y = rhs.y; } void Add(const ImVec2& rhs) { if (Min.x > rhs.x) Min.x = rhs.x; if (Min.y > rhs.y) Min.y = rhs.y; if (Max.x < rhs.x) Max.x = rhs.x; if (Max.y < rhs.y) Max.y = rhs.y; }
void Add(const ImRect& rhs) { if (Min.x > rhs.Min.x) Min.x = rhs.Min.x; if (Min.y > rhs.Min.y) Min.y = rhs.Min.y; if (Max.x < rhs.Max.x) Max.x = rhs.Max.x; if (Max.y < rhs.Max.y) Max.y = rhs.Max.y; } void Add(const ImRect& rhs) { if (Min.x > rhs.Min.x) Min.x = rhs.Min.x; if (Min.y > rhs.Min.y) Min.y = rhs.Min.y; if (Max.x < rhs.Max.x) Max.x = rhs.Max.x; if (Max.y < rhs.Max.y) Max.y = rhs.Max.y; }
void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; } void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; }
void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; } void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; }
void Reduce(const ImVec2& amount) { Min.x += amount.x; Min.y += amount.y; Max.x -= amount.x; Max.y -= amount.y; } void Reduce(const ImVec2& amount) { Min.x += amount.x; Min.y += amount.y; Max.x -= amount.x; Max.y -= amount.y; }
void Clip(const ImRect& clip) { if (Min.x < clip.Min.x) Min.x = clip.Min.x; if (Min.y < clip.Min.y) Min.y = clip.Min.y; if (Max.x > clip.Max.x) Max.x = clip.Max.x; if (Max.y > clip.Max.y) Max.y = clip.Max.y; } void Clip(const ImRect& clip) { if (Min.x < clip.Min.x) Min.x = clip.Min.x; if (Min.y < clip.Min.y) Min.y = clip.Min.y; if (Max.x > clip.Max.x) Max.x = clip.Max.x; if (Max.y > clip.Max.y) Max.y = clip.Max.y; }
void Round() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; } void Round() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; }
ImVec2 GetClosestPoint(ImVec2 p, bool on_edge) const ImVec2 GetClosestPoint(ImVec2 p, bool on_edge) const
{ {
if (!on_edge && Contains(p)) if (!on_edge && Contains(p))
return p; return p;
@ -237,8 +237,8 @@ struct IMGUI_API ImRect
// Stacked color modifier, backup of modified data so we can restore it // Stacked color modifier, backup of modified data so we can restore it
struct ImGuiColMod struct ImGuiColMod
{ {
ImGuiCol Col; ImGuiCol Col;
ImVec4 PreviousValue; ImVec4 PreviousValue;
}; };
// Stacked style modifier, backup of modified data so we can restore it // Stacked style modifier, backup of modified data so we can restore it
@ -251,34 +251,34 @@ struct ImGuiStyleMod
// Stacked data for BeginGroup()/EndGroup() // Stacked data for BeginGroup()/EndGroup()
struct ImGuiGroupData struct ImGuiGroupData
{ {
ImVec2 BackupCursorPos; ImVec2 BackupCursorPos;
ImVec2 BackupCursorMaxPos; ImVec2 BackupCursorMaxPos;
float BackupIndentX; float BackupIndentX;
float BackupCurrentLineHeight; float BackupCurrentLineHeight;
float BackupCurrentLineTextBaseOffset; float BackupCurrentLineTextBaseOffset;
float BackupLogLinePosY; float BackupLogLinePosY;
bool AdvanceCursor; bool AdvanceCursor;
}; };
// Per column data for Columns() // Per column data for Columns()
struct ImGuiColumnData struct ImGuiColumnData
{ {
float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right) float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right)
//float IndentX; //float IndentX;
}; };
// Simple column measurement currently used for MenuItem() only. This is very short-sighted for now and NOT a generic helper. // Simple column measurement currently used for MenuItem() only. This is very short-sighted for now and NOT a generic helper.
struct IMGUI_API ImGuiSimpleColumns struct IMGUI_API ImGuiSimpleColumns
{ {
int Count; int Count;
float Spacing; float Spacing;
float Width, NextWidth; float Width, NextWidth;
float Pos[8], NextWidths[8]; float Pos[8], NextWidths[8];
ImGuiSimpleColumns(); ImGuiSimpleColumns();
void Update(int count, float spacing, bool clear); void Update(int count, float spacing, bool clear);
float DeclColumns(float w0, float w1, float w2); float DeclColumns(float w0, float w1, float w2);
float CalcExtraSpace(float avail_w); float CalcExtraSpace(float avail_w);
}; };
// Internal state of the currently focused/edited text input box // Internal state of the currently focused/edited text input box
@ -308,11 +308,11 @@ struct IMGUI_API ImGuiTextEditState
// Data saved in imgui.ini file // Data saved in imgui.ini file
struct ImGuiIniData struct ImGuiIniData
{ {
char* Name; char* Name;
ImGuiID ID; ImGuiID ID;
ImVec2 Pos; ImVec2 Pos;
ImVec2 Size; ImVec2 Size;
bool Collapsed; bool Collapsed;
}; };
// Mouse cursor data (used when io.MouseDrawCursor is set) // Mouse cursor data (used when io.MouseDrawCursor is set)
@ -328,11 +328,11 @@ struct ImGuiMouseCursorData
// Storage for current popup stack // Storage for current popup stack
struct ImGuiPopupRef struct ImGuiPopupRef
{ {
ImGuiID PopupID; // Set on OpenPopup() ImGuiID PopupID; // Set on OpenPopup()
ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup()
ImGuiWindow* ParentWindow; // Set on OpenPopup() ImGuiWindow* ParentWindow; // Set on OpenPopup()
ImGuiID ParentMenuSet; // Set on OpenPopup() ImGuiID ParentMenuSet; // Set on OpenPopup()
ImVec2 MousePosOnOpen; // Copy of mouse position at the time of opening popup ImVec2 MousePosOnOpen; // Copy of mouse position at the time of opening popup
ImGuiPopupRef(ImGuiID id, ImGuiWindow* parent_window, ImGuiID parent_menu_set, const ImVec2& mouse_pos) { PopupID = id; Window = NULL; ParentWindow = parent_window; ParentMenuSet = parent_menu_set; MousePosOnOpen = mouse_pos; } ImGuiPopupRef(ImGuiID id, ImGuiWindow* parent_window, ImGuiID parent_menu_set, const ImVec2& mouse_pos) { PopupID = id; Window = NULL; ParentWindow = parent_window; ParentMenuSet = parent_menu_set; MousePosOnOpen = mouse_pos; }
}; };