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Internals: Begin tries to setup WindowTemp/DC members in same order as their declaration. Readme: remove Coverity banner (PVS is better)
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@ -1,7 +1,6 @@
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dear imgui
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=====
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[![Build Status](https://github.com/ocornut/imgui/workflows/build/badge.svg)](https://github.com/ocornut/imgui/actions?workflow=build)
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[![Coverity Status](https://scan.coverity.com/projects/4720/badge.svg)](https://scan.coverity.com/projects/4720)
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<sub>(This library is available under a free and permissive license, but needs financial support to sustain its continued improvements. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out.)</sub>
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23
imgui.cpp
23
imgui.cpp
@ -5533,8 +5533,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->WindowPadding = style.WindowPadding;
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if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f)
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window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);
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window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);
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window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;
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// Collapse window by double-clicking on title bar
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// At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing
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@ -5842,27 +5840,34 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->DC.CursorMaxPos = window->DC.CursorStartPos;
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window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f);
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window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
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window->DC.NavHideHighlightOneFrame = false;
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window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f);
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window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
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window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
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window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext;
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window->DC.NavLayerActiveMaskNext = 0x00;
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window->DC.NavHideHighlightOneFrame = false;
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window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f);
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window->DC.MenuBarAppending = false;
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window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);
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window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;
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window->DC.MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user);
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window->DC.TreeDepth = 0;
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window->DC.TreeJumpToParentOnPopMask = 0x00;
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window->DC.ChildWindows.resize(0);
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window->DC.StateStorage = &window->StateStorage;
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window->DC.CurrentColumns = NULL;
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window->DC.LayoutType = ImGuiLayoutType_Vertical;
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window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
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window->DC.FocusCounterRegular = window->DC.FocusCounterTabStop = -1;
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window->DC.ItemFlags = parent_window ? parent_window->DC.ItemFlags : ImGuiItemFlags_Default_;
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window->DC.ItemWidth = window->ItemWidthDefault;
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window->DC.TextWrapPos = -1.0f; // disabled
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window->DC.ItemFlagsStack.resize(0);
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window->DC.ItemWidthStack.resize(0);
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window->DC.TextWrapPosStack.resize(0);
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window->DC.CurrentColumns = NULL;
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window->DC.TreeDepth = 0;
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window->DC.TreeJumpToParentOnPopMask = 0x00;
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window->DC.StateStorage = &window->StateStorage;
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window->DC.GroupStack.resize(0);
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window->MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user);
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if ((flags & ImGuiWindowFlags_ChildWindow) && (window->DC.ItemFlags != parent_window->DC.ItemFlags))
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{
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@ -1340,6 +1340,7 @@ struct IMGUI_API ImGuiWindowTempData
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// Miscellaneous
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bool MenuBarAppending; // FIXME: Remove this
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ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs.
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ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items measurement
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int TreeDepth; // Current tree depth.
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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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@ -1460,7 +1461,6 @@ struct IMGUI_API ImGuiWindow
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int LastFrameActive; // Last frame number the window was Active.
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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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ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items
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ImGuiStorage StateStorage;
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ImVector<ImGuiColumns> ColumnsStorage;
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float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale()
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@ -6172,11 +6172,11 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
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{
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// Menu inside a menu
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popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y);
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float w = window->MenuColumns.DeclColumns(label_size.x, 0.0f, IM_FLOOR(g.FontSize * 1.20f)); // Feedback to next frame
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float w = window->DC.MenuColumns.DeclColumns(label_size.x, 0.0f, IM_FLOOR(g.FontSize * 1.20f)); // Feedback to next frame
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float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);
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pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
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ImU32 text_col = GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled);
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RenderArrow(window->DrawList, pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), text_col, ImGuiDir_Right);
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RenderArrow(window->DrawList, pos + ImVec2(window->DC.MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), text_col, ImGuiDir_Right);
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}
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const bool hovered = enabled && ItemHoverable(window->DC.LastItemRect, id);
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@ -6320,17 +6320,17 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, boo
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else
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{
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ImVec2 shortcut_size = shortcut ? CalcTextSize(shortcut, NULL) : ImVec2(0.0f, 0.0f);
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float w = window->MenuColumns.DeclColumns(label_size.x, shortcut_size.x, IM_FLOOR(g.FontSize * 1.20f)); // Feedback for next frame
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float w = window->DC.MenuColumns.DeclColumns(label_size.x, shortcut_size.x, IM_FLOOR(g.FontSize * 1.20f)); // Feedback for next frame
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float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);
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pressed = Selectable(label, false, flags | ImGuiSelectableFlags_DrawFillAvailWidth, ImVec2(w, 0.0f));
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if (shortcut_size.x > 0.0f)
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{
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PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
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RenderText(pos + ImVec2(window->MenuColumns.Pos[1] + extra_w, 0.0f), shortcut, NULL, false);
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RenderText(pos + ImVec2(window->DC.MenuColumns.Pos[1] + extra_w, 0.0f), shortcut, NULL, false);
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PopStyleColor();
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}
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if (selected)
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RenderCheckMark(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled), g.FontSize * 0.866f);
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RenderCheckMark(pos + ImVec2(window->DC.MenuColumns.Pos[2] + extra_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled), g.FontSize * 0.866f);
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}
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IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0));
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