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Merge branch 'master' into viewport + comments
# Conflicts: # examples/imgui_impl_opengl3.cpp # imgui.cpp
This commit is contained in:
30
imgui.cpp
30
imgui.cpp
@ -3060,7 +3060,7 @@ static void ImGui::UpdateMouseInputs()
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// Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)
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if (IsMousePosValid(&g.IO.MousePos))
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g.IO.MousePos = ImFloor(g.IO.MousePos);
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g.IO.MousePos = g.LastValidMousePos = ImFloor(g.IO.MousePos);
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// If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
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if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MousePosPrev))
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@ -3380,7 +3380,7 @@ void ImGui::NewFrame()
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g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame))) : FLT_MAX;
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// Find hovered window
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// (needs to be before UpdateMovingWindow so we fill HoveredWindowUnderMovingWindow on the mouse release frame)
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// (needs to be before UpdateMouseMovingWindow() so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)
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UpdateHoveredWindowAndCaptureFlags();
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// Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
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@ -5980,11 +5980,11 @@ bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
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bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(g.CurrentWindow); // Not inside a Begin()/End()
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if (flags & ImGuiFocusedFlags_AnyWindow)
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return g.NavWindow != NULL;
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IM_ASSERT(g.CurrentWindow); // Not inside a Begin()/End()
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switch (flags & (ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows))
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{
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case ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows:
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@ -6783,8 +6783,8 @@ void ImGui::OpenPopupEx(ImGuiID id)
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popup_ref.ParentWindow = parent_window;
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popup_ref.OpenFrameCount = g.FrameCount;
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popup_ref.OpenParentId = parent_window->IDStack.back();
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popup_ref.OpenMousePos = g.IO.MousePos;
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popup_ref.OpenPopupPos = NavCalcPreferredRefPos();
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popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos;
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//printf("[%05d] OpenPopupEx(0x%08X)\n", g.FrameCount, id);
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if (g.OpenPopupStack.Size < current_stack_size + 1)
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@ -7489,7 +7489,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
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}
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else if (g.MovingWindow && g.MovingWindow->RootWindow == window && IsMousePosValid())
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{
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// Transition to our own viewport when leaving our host boundaries + set the NoInputs flag (which will be cleared in UpdateMovingWindow when releasing the mouse)
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// Transition to our own viewport when leaving our host boundaries + set the NoInputs flag (will be cleared in UpdateMouseMovingWindow() when releasing mouse)
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// If we are already in our own viewport, if need to set the NoInputs flag.
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// If we have no viewport (which happens when detaching a docked node) immediately create one.
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// We test for 'window->Viewport->Window == window' instead of 'window->ViewportOwned' because ViewportOwned is not valid during this function.
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@ -8110,15 +8110,19 @@ static ImVec2 ImGui::NavCalcPreferredRefPos()
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ImGuiContext& g = *GImGui;
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if (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow)
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{
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IM_ASSERT(ImGui::IsMousePosValid()); // This will probably trigger at some point, please share your repro!
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return ImFloor(g.IO.MousePos);
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// Mouse (we need a fallback in case the mouse becomes invalid after being used)
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if (IsMousePosValid(&g.IO.MousePos))
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return g.IO.MousePos;
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return g.LastValidMousePos;
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}
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else
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{
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// When navigation is active and mouse is disabled, decide on an arbitrary position around the bottom left of the currently navigated item.
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const ImRect& rect_rel = g.NavWindow->NavRectRel[g.NavLayer];
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ImVec2 pos = g.NavWindow->Pos + ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight()));
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ImRect visible_rect = g.NavWindow->Viewport->GetRect();
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return ImFloor(ImClamp(pos, visible_rect.Min, visible_rect.Max)); // ImFloor() is important because non-integer mouse position application in back-end might be lossy and result in undesirable non-zero delta.
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}
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// When navigation is active and mouse is disabled, decide on an arbitrary position around the bottom left of the currently navigated item
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const ImRect& rect_rel = g.NavWindow->NavRectRel[g.NavLayer];
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ImVec2 pos = g.NavWindow->Pos + ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x*4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight()));
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ImRect visible_rect = g.NavWindow->Viewport->GetRect();
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return ImFloor(ImClamp(pos, visible_rect.Min, visible_rect.Max)); // ImFloor() is important because non-integer mouse position application in back-end might be lossy and result in undesirable non-zero delta.
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}
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float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode)
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