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https://github.com/Drezil/imgui.git
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Columns/Internals: (Breaking): Renamed data structures. (#125, #513, #913, #1204, #1444, #2142, #2707)
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72de6f3360
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@ -2188,7 +2188,7 @@ static void SetCursorPosYAndSetupForPrevLine(float pos_y, float line_height)
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window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y);
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window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage.
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window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.
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if (ImGuiColumns* columns = window->DC.CurrentColumns)
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if (ImGuiOldColumns* columns = window->DC.CurrentColumns)
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columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly
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}
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@ -2802,7 +2802,7 @@ ImGuiWindow::~ImGuiWindow()
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IM_ASSERT(DrawList == &DrawListInst);
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IM_DELETE(Name);
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for (int i = 0; i != ColumnsStorage.Size; i++)
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ColumnsStorage[i].~ImGuiColumns();
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ColumnsStorage[i].~ImGuiOldColumns();
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}
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ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)
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@ -10600,7 +10600,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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}
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// [DEBUG] Display contents of Columns
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void ImGui::DebugNodeColumns(ImGuiColumns* columns)
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void ImGui::DebugNodeColumns(ImGuiOldColumns* columns)
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{
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if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags))
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return;
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@ -10858,7 +10858,7 @@ void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* la
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#else
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void ImGui::ShowMetricsWindow(bool*) {}
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void ImGui::DebugNodeColumns(ImGuiColumns*) {}
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void ImGui::DebugNodeColumns(ImGuiOldColumns*) {}
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void ImGui::DebugNodeDrawList(ImGuiWindow*, const ImDrawList*, const char*) {}
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void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImGuiWindow*, const ImDrawList*, const ImDrawCmd*, bool, bool) {}
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void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {}
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@ -92,8 +92,6 @@ struct ImRect; // An axis-aligned rectangle (2 points)
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struct ImDrawDataBuilder; // Helper to build a ImDrawData instance
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struct ImDrawListSharedData; // Data shared between all ImDrawList instances
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struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it
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struct ImGuiColumnData; // Storage data for a single column
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struct ImGuiColumns; // Storage data for a columns set
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struct ImGuiContext; // Main Dear ImGui context
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struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine
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struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum
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@ -105,6 +103,8 @@ struct ImGuiNavMoveResult; // Result of a gamepad/keyboard directional
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struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions
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struct ImGuiNextWindowData; // Storage for SetNextWindow** functions
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struct ImGuiNextItemData; // Storage for SetNextItem** functions
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struct ImGuiOldColumnData; // Storage data for a single column for legacy Columns() api
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struct ImGuiOldColumns; // Storage data for a columns set for legacy Columns() api
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struct ImGuiPopupData; // Storage for current popup stack
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struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file
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struct ImGuiStackSizes; // Storage of stack sizes for debugging/asserting
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@ -1011,17 +1011,17 @@ enum ImGuiOldColumnFlags_
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#endif
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};
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struct ImGuiColumnData
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struct ImGuiOldColumnData
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{
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float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right)
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float OffsetNormBeforeResize;
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ImGuiOldColumnFlags Flags; // Not exposed
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ImRect ClipRect;
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ImGuiColumnData() { memset(this, 0, sizeof(*this)); }
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ImGuiOldColumnData() { memset(this, 0, sizeof(*this)); }
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};
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struct ImGuiColumns
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struct ImGuiOldColumns
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{
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ImGuiID ID;
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ImGuiOldColumnFlags Flags;
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@ -1036,10 +1036,10 @@ struct ImGuiColumns
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ImRect HostInitialClipRect; // Backup of ClipRect at the time of BeginColumns()
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ImRect HostBackupClipRect; // Backup of ClipRect during PushColumnsBackground()/PopColumnsBackground()
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ImRect HostBackupParentWorkRect;//Backup of WorkRect at the time of BeginColumns()
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ImVector<ImGuiColumnData> Columns;
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ImVector<ImGuiOldColumnData> Columns;
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ImDrawListSplitter Splitter;
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ImGuiColumns() { memset(this, 0, sizeof(*this)); }
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ImGuiOldColumns() { memset(this, 0, sizeof(*this)); }
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};
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//-----------------------------------------------------------------------------
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@ -1578,7 +1578,7 @@ struct IMGUI_API ImGuiWindowTempData
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ImU32 TreeJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary.
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ImVector<ImGuiWindow*> ChildWindows;
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ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state)
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ImGuiColumns* CurrentColumns; // Current columns set
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ImGuiOldColumns* CurrentColumns; // Current columns set
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ImGuiLayoutType LayoutType;
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ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin()
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int FocusCounterRegular; // (Legacy Focus/Tabbing system) Sequential counter, start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign)
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@ -1664,7 +1664,7 @@ struct IMGUI_API ImGuiWindow
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float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there)
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float ItemWidthDefault;
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ImGuiStorage StateStorage;
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ImVector<ImGuiColumns> ColumnsStorage;
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ImVector<ImGuiOldColumns> ColumnsStorage;
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float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale()
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int SettingsOffset; // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back)
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@ -1970,9 +1970,9 @@ namespace ImGui
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IMGUI_API void PushColumnsBackground();
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IMGUI_API void PopColumnsBackground();
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IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count);
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IMGUI_API ImGuiColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id);
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IMGUI_API float GetColumnOffsetFromNorm(const ImGuiColumns* columns, float offset_norm);
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IMGUI_API float GetColumnNormFromOffset(const ImGuiColumns* columns, float offset);
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IMGUI_API ImGuiOldColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id);
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IMGUI_API float GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm);
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IMGUI_API float GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset);
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// Tab Bars
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IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags);
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@ -2085,7 +2085,7 @@ namespace ImGui
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inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(window->DC.LastItemRect.Min, window->DC.LastItemRect.Max, col); }
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inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; }
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IMGUI_API void DebugNodeColumns(ImGuiColumns* columns);
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IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns);
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IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, const char* label);
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IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImGuiWindow* window, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb);
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IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label);
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@ -1351,7 +1351,7 @@ void ImGui::SeparatorEx(ImGuiSeparatorFlags flags)
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if (g.GroupStack.Size > 0 && g.GroupStack.back().WindowID == window->ID)
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x1 += window->DC.Indent.x;
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ImGuiColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL;
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ImGuiOldColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL;
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if (columns)
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PushColumnsBackground();
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@ -7907,19 +7907,19 @@ int ImGui::GetColumnsCount()
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return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1;
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}
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float ImGui::GetColumnOffsetFromNorm(const ImGuiColumns* columns, float offset_norm)
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float ImGui::GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm)
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{
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return offset_norm * (columns->OffMaxX - columns->OffMinX);
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}
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float ImGui::GetColumnNormFromOffset(const ImGuiColumns* columns, float offset)
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float ImGui::GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset)
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{
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return offset / (columns->OffMaxX - columns->OffMinX);
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}
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static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f;
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static float GetDraggedColumnOffset(ImGuiColumns* columns, int column_index)
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static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index)
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{
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// Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing
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// window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning.
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@ -7939,7 +7939,7 @@ static float GetDraggedColumnOffset(ImGuiColumns* columns, int column_index)
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float ImGui::GetColumnOffset(int column_index)
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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ImGuiColumns* columns = window->DC.CurrentColumns;
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ImGuiOldColumns* columns = window->DC.CurrentColumns;
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if (columns == NULL)
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return 0.0f;
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@ -7952,7 +7952,7 @@ float ImGui::GetColumnOffset(int column_index)
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return x_offset;
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}
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static float GetColumnWidthEx(ImGuiColumns* columns, int column_index, bool before_resize = false)
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static float GetColumnWidthEx(ImGuiOldColumns* columns, int column_index, bool before_resize = false)
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{
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if (column_index < 0)
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column_index = columns->Current;
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@ -7969,7 +7969,7 @@ float ImGui::GetColumnWidth(int column_index)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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ImGuiColumns* columns = window->DC.CurrentColumns;
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ImGuiOldColumns* columns = window->DC.CurrentColumns;
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if (columns == NULL)
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return GetContentRegionAvail().x;
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@ -7982,7 +7982,7 @@ void ImGui::SetColumnOffset(int column_index, float offset)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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ImGuiColumns* columns = window->DC.CurrentColumns;
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ImGuiOldColumns* columns = window->DC.CurrentColumns;
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IM_ASSERT(columns != NULL);
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if (column_index < 0)
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@ -8003,7 +8003,7 @@ void ImGui::SetColumnOffset(int column_index, float offset)
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void ImGui::SetColumnWidth(int column_index, float width)
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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ImGuiColumns* columns = window->DC.CurrentColumns;
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ImGuiOldColumns* columns = window->DC.CurrentColumns;
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IM_ASSERT(columns != NULL);
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if (column_index < 0)
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@ -8014,11 +8014,11 @@ void ImGui::SetColumnWidth(int column_index, float width)
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void ImGui::PushColumnClipRect(int column_index)
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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ImGuiColumns* columns = window->DC.CurrentColumns;
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ImGuiOldColumns* columns = window->DC.CurrentColumns;
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if (column_index < 0)
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column_index = columns->Current;
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ImGuiColumnData* column = &columns->Columns[column_index];
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ImGuiOldColumnData* column = &columns->Columns[column_index];
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PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false);
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}
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@ -8026,7 +8026,7 @@ void ImGui::PushColumnClipRect(int column_index)
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void ImGui::PushColumnsBackground()
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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ImGuiColumns* columns = window->DC.CurrentColumns;
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ImGuiOldColumns* columns = window->DC.CurrentColumns;
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if (columns->Count == 1)
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return;
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@ -8039,7 +8039,7 @@ void ImGui::PushColumnsBackground()
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void ImGui::PopColumnsBackground()
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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ImGuiColumns* columns = window->DC.CurrentColumns;
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ImGuiOldColumns* columns = window->DC.CurrentColumns;
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if (columns->Count == 1)
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return;
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@ -8048,15 +8048,15 @@ void ImGui::PopColumnsBackground()
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columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
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}
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ImGuiColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id)
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ImGuiOldColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id)
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{
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// We have few columns per window so for now we don't need bother much with turning this into a faster lookup.
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for (int n = 0; n < window->ColumnsStorage.Size; n++)
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if (window->ColumnsStorage[n].ID == id)
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return &window->ColumnsStorage[n];
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window->ColumnsStorage.push_back(ImGuiColumns());
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ImGuiColumns* columns = &window->ColumnsStorage.back();
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window->ColumnsStorage.push_back(ImGuiOldColumns());
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ImGuiOldColumns* columns = &window->ColumnsStorage.back();
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columns->ID = id;
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return columns;
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}
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@ -8084,7 +8084,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFl
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// Acquire storage for the columns set
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ImGuiID id = GetColumnsID(str_id, columns_count);
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ImGuiColumns* columns = FindOrCreateColumns(window, id);
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ImGuiOldColumns* columns = FindOrCreateColumns(window, id);
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IM_ASSERT(columns->ID == id);
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columns->Current = 0;
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columns->Count = columns_count;
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@ -8118,7 +8118,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFl
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columns->Columns.reserve(columns_count + 1);
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for (int n = 0; n < columns_count + 1; n++)
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{
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ImGuiColumnData column;
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ImGuiOldColumnData column;
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column.OffsetNorm = n / (float)columns_count;
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columns->Columns.push_back(column);
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}
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@ -8127,7 +8127,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFl
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for (int n = 0; n < columns_count; n++)
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{
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// Compute clipping rectangle
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ImGuiColumnData* column = &columns->Columns[n];
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ImGuiOldColumnData* column = &columns->Columns[n];
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float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n));
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float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f);
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column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX);
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@ -8158,7 +8158,7 @@ void ImGui::NextColumn()
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return;
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ImGuiContext& g = *GImGui;
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ImGuiColumns* columns = window->DC.CurrentColumns;
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ImGuiOldColumns* columns = window->DC.CurrentColumns;
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if (columns->Count == 1)
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{
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@ -8175,7 +8175,7 @@ void ImGui::NextColumn()
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// Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect()
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// (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them),
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ImGuiColumnData* column = &columns->Columns[columns->Current];
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ImGuiOldColumnData* column = &columns->Columns[columns->Current];
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SetWindowClipRectBeforeSetChannel(window, column->ClipRect);
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columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
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@ -8210,7 +8210,7 @@ void ImGui::EndColumns()
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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ImGuiColumns* columns = window->DC.CurrentColumns;
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ImGuiOldColumns* columns = window->DC.CurrentColumns;
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IM_ASSERT(columns != NULL);
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PopItemWidth();
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@ -8237,7 +8237,7 @@ void ImGui::EndColumns()
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int dragging_column = -1;
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for (int n = 1; n < columns->Count; n++)
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{
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ImGuiColumnData* column = &columns->Columns[n];
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ImGuiOldColumnData* column = &columns->Columns[n];
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float x = window->Pos.x + GetColumnOffset(n);
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const ImGuiID column_id = columns->ID + ImGuiID(n);
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const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH;
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@ -8289,7 +8289,7 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
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ImGuiOldColumnFlags flags = (border ? 0 : ImGuiOldColumnFlags_NoBorder);
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//flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior
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ImGuiColumns* columns = window->DC.CurrentColumns;
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ImGuiOldColumns* columns = window->DC.CurrentColumns;
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if (columns != NULL && columns->Count == columns_count && columns->Flags == flags)
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return;
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