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https://github.com/Drezil/imgui.git
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Renamed Visible->Active internally
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parent
1b5795c96d
commit
a906738ba7
43
imgui.cpp
43
imgui.cpp
@ -1262,8 +1262,8 @@ struct ImGuiWindow
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float ScrollY;
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float NextScrollY;
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bool ScrollbarY;
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bool Visible; // Set to true on Begin()
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bool WasVisible;
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bool Active; // Set to true on Begin()
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bool WasActive;
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bool Accessed; // Set to true when any widget access the current window
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bool Collapsed; // Set when collapsing window to become only title-bar
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bool SkipItems; // == Visible && !Collapsed
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@ -1620,7 +1620,7 @@ ImGuiWindow::ImGuiWindow(const char* name)
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ScrollY = 0.0f;
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NextScrollY = 0.0f;
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ScrollbarY = false;
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Visible = WasVisible = false;
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Active = WasActive = false;
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Accessed = false;
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Collapsed = false;
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SkipItems = false;
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@ -1717,7 +1717,7 @@ static void AddWindowToRenderList(ImVector<ImDrawList*>& out_render_list, ImGuiW
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for (size_t i = 0; i < window->DC.ChildWindows.size(); i++)
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{
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ImGuiWindow* child = window->DC.ChildWindows[i];
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if (child->Visible) // clipped children may have been marked not Visible
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if (child->Active) // clipped children may have been marked not active
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AddWindowToRenderList(out_render_list, child);
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}
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}
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@ -2041,7 +2041,7 @@ void ImGui::NewFrame()
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// Pressing TAB activate widget focus
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// NB: Don't discard FocusedWindow if it isn't active, so that a window that go on/off programatically won't lose its keyboard focus.
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if (g.ActiveId == 0 && g.FocusedWindow != NULL && g.FocusedWindow->Visible && IsKeyPressedMap(ImGuiKey_Tab, false))
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if (g.ActiveId == 0 && g.FocusedWindow != NULL && g.FocusedWindow->Active && IsKeyPressedMap(ImGuiKey_Tab, false))
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{
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g.FocusedWindow->FocusIdxTabRequestNext = 0;
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}
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@ -2050,8 +2050,8 @@ void ImGui::NewFrame()
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for (size_t i = 0; i != g.Windows.size(); i++)
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{
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ImGuiWindow* window = g.Windows[i];
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window->WasVisible = window->Visible;
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window->Visible = false;
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window->WasActive = window->Active;
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window->Active = false;
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window->Accessed = false;
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}
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@ -2136,7 +2136,7 @@ static int ChildWindowComparer(const void* lhs, const void* rhs)
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static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>& out_sorted_windows, ImGuiWindow* window)
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{
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out_sorted_windows.push_back(window);
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if (window->Visible)
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if (window->Active)
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{
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const size_t count = window->DC.ChildWindows.size();
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if (count > 1)
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@ -2144,7 +2144,7 @@ static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>& out_sorted_windows,
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for (size_t i = 0; i < count; i++)
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{
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ImGuiWindow* child = window->DC.ChildWindows[i];
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if (child->Visible)
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if (child->Active)
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AddWindowToSortedBuffer(out_sorted_windows, child);
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}
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}
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@ -2189,7 +2189,7 @@ void ImGui::Render()
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// Hide implicit window if it hasn't been used
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IM_ASSERT(g.CurrentWindowStack.size() == 1); // Mismatched Begin/End
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if (g.CurrentWindow && !g.CurrentWindow->Accessed)
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g.CurrentWindow->Visible = false;
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g.CurrentWindow->Active = false;
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ImGui::End();
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if (g.ActiveId == 0 && g.HoveredId == 0 && g.IO.MouseClicked[0])
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@ -2215,8 +2215,8 @@ void ImGui::Render()
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for (size_t i = 0; i != g.Windows.size(); i++)
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{
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ImGuiWindow* window = g.Windows[i];
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if (window->Flags & ImGuiWindowFlags_ChildWindow) // if a child is visible its parent will add it
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if (window->Visible)
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if (window->Flags & ImGuiWindowFlags_ChildWindow) // if a child is active its parent will add it
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if (window->Active)
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continue;
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AddWindowToSortedBuffer(g.WindowsSortBuffer, window);
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}
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@ -2248,7 +2248,7 @@ void ImGui::Render()
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for (size_t i = 0; i != g.Windows.size(); i++)
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{
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ImGuiWindow* window = g.Windows[i];
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if (window->Visible && (window->Flags & (ImGuiWindowFlags_ChildWindow)) == 0)
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if (window->Active && (window->Flags & (ImGuiWindowFlags_ChildWindow)) == 0)
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{
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// FIXME: Generalize this with a proper layering system so we can stack.
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if (window->Flags & ImGuiWindowFlags_Popup)
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@ -2595,7 +2595,7 @@ static ImGuiWindow* FindHoveredWindow(ImVec2 pos, bool excluding_childs)
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for (int i = (int)g.Windows.size()-1; i >= 0; i--)
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{
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ImGuiWindow* window = g.Windows[(size_t)i];
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if (!window->Visible)
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if (!window->Active)
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continue;
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if (excluding_childs && (window->Flags & ImGuiWindowFlags_ChildWindow) != 0)
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continue;
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@ -3148,10 +3148,9 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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// When reusing window again multiple times a frame, just append content (don't need to setup again)
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const int current_frame = ImGui::GetFrameCount();
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const bool first_begin_of_the_frame = (window->LastFrameDrawn != current_frame);
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const bool window_was_visible = (window->LastFrameDrawn == current_frame - 1);
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if (first_begin_of_the_frame)
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{
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window->Visible = true;
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window->Active = true;
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window->DrawList->Clear();
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window->ClipRectStack.resize(0);
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window->LastFrameDrawn = current_frame;
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@ -3167,7 +3166,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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if (first_begin_of_the_frame)
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{
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// New windows appears in front
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if (!window_was_visible)
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if (!window->WasActive)
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{
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if (!(flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
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{
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@ -3518,13 +3517,13 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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// We also hide the window from rendering because we've already added its border to the command list.
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// (we could perform the check earlier in the function but it is simpler at this point)
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if (window->Collapsed)
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window->Visible = false;
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window->Active = false;
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}
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if (style.Alpha <= 0.0f)
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window->Visible = false;
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window->Active = false;
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// Return false if we don't intend to display anything to allow user to perform an early out optimization
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window->SkipItems = (window->Collapsed || !window->Visible) && window->AutoFitFrames <= 0;
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window->SkipItems = (window->Collapsed || !window->Active) && window->AutoFitFrames <= 0;
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return !window->SkipItems;
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}
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@ -4420,7 +4419,7 @@ static inline bool IsWindowContentHoverable(ImGuiWindow* window)
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// An active popup disable hovering on other windows (apart from its own children)
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if (ImGuiWindow* focused_window = g.FocusedWindow)
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if (ImGuiWindow* focused_root_window = focused_window->RootWindow)
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if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) != 0 && focused_root_window->WasVisible && focused_root_window != window->RootWindow)
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if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) != 0 && focused_root_window->WasActive && focused_root_window != window->RootWindow)
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return false;
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return true;
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@ -10732,7 +10731,7 @@ void ImGui::ShowMetricsWindow(bool* opened)
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static void NodeWindow(ImGuiWindow* window, const char* label)
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{
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if (!ImGui::TreeNode(window, "%s '%s', %d @ 0x%p", label, window->Name, window->Visible, window))
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if (!ImGui::TreeNode(window, "%s '%s', %d @ 0x%p", label, window->Name, window->Active, window))
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return;
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NodeDrawList(window->DrawList, "DrawList");
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if (window->RootWindow != window) NodeWindow(window->RootWindow, "RootWindow");
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