mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-22 11:57:00 +00:00
Factoring bits out of Begin() into a private CreateNewWindow() funciton
(Hopefully to ease a bit the merging work for ProDBG)
This commit is contained in:
parent
5b7ed5432e
commit
e2fbbe0274
123
imgui.cpp
123
imgui.cpp
@ -303,7 +303,6 @@ static bool IsKeyPressedMap(ImGuiKey key, bool repeat = true);
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static bool CloseWindowButton(bool* p_opened = NULL);
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static void FocusWindow(ImGuiWindow* window);
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static ImGuiWindow* FindWindow(const char* name);
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static ImGuiWindow* FindHoveredWindow(ImVec2 pos, bool excluding_childs);
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//-----------------------------------------------------------------------------
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@ -2060,15 +2059,6 @@ int ImGui::GetFrameCount()
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return GImGui.FrameCount;
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}
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static ImGuiWindow* FindWindow(const char* name)
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{
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ImGuiState& g = GImGui;
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for (size_t i = 0; i != g.Windows.size(); i++)
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if (strcmp(g.Windows[i]->Name, name) == 0)
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return g.Windows[i];
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return NULL;
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}
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void ImGui::BeginTooltip()
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{
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ImGui::Begin("##Tooltip", NULL, ImVec2(0,0), 0.9f, ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_Tooltip);
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@ -2138,6 +2128,64 @@ void ImGui::EndChild()
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}
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}
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static ImGuiWindow* FindWindowByName(const char* name)
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{
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// FIXME-OPT: Consider optimizing this (e.g. sorted hashes to window pointers)
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ImGuiState& g = GImGui;
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for (size_t i = 0; i != g.Windows.size(); i++)
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if (strcmp(g.Windows[i]->Name, name) == 0)
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return g.Windows[i];
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return NULL;
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}
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static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags)
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{
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ImGuiState& g = GImGui;
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// Create window the first time
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ImGuiWindow* window = (ImGuiWindow*)ImGui::MemAlloc(sizeof(ImGuiWindow));
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new(window) ImGuiWindow(name);
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window->Flags = flags;
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if (flags & ImGuiWindowFlags_NoSavedSettings)
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{
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// User can disable loading and saving of settings. Tooltip and child windows also don't store settings.
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window->Size = window->SizeFull = size;
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}
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else
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{
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// Retrieve settings from .ini file
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// Use SetWindowPos() or SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
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window->PosFloat = ImVec2(60, 60);
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window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y);
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ImGuiIniData* settings = FindWindowSettings(name);
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if (!settings)
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{
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settings = AddWindowSettings(name);
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}
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else
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{
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window->SetWindowPosAllowFlags &= ~ImGuiSetCondition_FirstUseEver;
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window->SetWindowSizeAllowFlags &= ~ImGuiSetCondition_FirstUseEver;
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window->SetWindowCollapsedAllowFlags &= ~ImGuiSetCondition_FirstUseEver;
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}
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if (settings->Pos.x != FLT_MAX)
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{
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window->PosFloat = settings->Pos;
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window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y);
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window->Collapsed = settings->Collapsed;
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}
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if (ImLength(settings->Size) > 0.0f && !(flags & ImGuiWindowFlags_NoResize))
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size = settings->Size;
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window->Size = window->SizeFull = size;
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}
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g.Windows.push_back(window);
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return window;
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}
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// Push a new ImGui window to add widgets to.
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// - A default window called "Debug" is automatically stacked at the beginning of every frame.
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// - This can be called multiple times during the frame with the same window name to append content to the same window.
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@ -2152,54 +2200,13 @@ bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alph
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IM_ASSERT(g.Initialized); // Forgot to call ImGui::NewFrame()
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IM_ASSERT(name != NULL); // Must pass a name
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ImGuiWindow* window = FindWindow(name);
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// Find or create
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ImGuiWindow* window = FindWindowByName(name);
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if (!window)
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{
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// Create window the first time
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if (flags & ImGuiWindowFlags_NoSavedSettings)
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{
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// Tooltip and child windows don't store settings
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window = (ImGuiWindow*)ImGui::MemAlloc(sizeof(ImGuiWindow));
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new(window) ImGuiWindow(name);
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window->Size = window->SizeFull = size;
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}
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else
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{
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// Normal windows store settings in .ini file
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window = (ImGuiWindow*)ImGui::MemAlloc(sizeof(ImGuiWindow));
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new(window) ImGuiWindow(name);
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window->PosFloat = ImVec2(60, 60);
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window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y);
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ImGuiIniData* settings = FindWindowSettings(name);
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if (!settings)
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{
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settings = AddWindowSettings(name);
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}
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else
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{
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window->SetWindowPosAllowFlags &= ~ImGuiSetCondition_FirstUseEver;
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window->SetWindowSizeAllowFlags &= ~ImGuiSetCondition_FirstUseEver;
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window->SetWindowCollapsedAllowFlags &= ~ImGuiSetCondition_FirstUseEver;
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}
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if (settings->Pos.x != FLT_MAX)
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{
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window->PosFloat = settings->Pos;
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window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y);
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window->Collapsed = settings->Collapsed;
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}
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if (ImLength(settings->Size) > 0.0f && !(flags & ImGuiWindowFlags_NoResize))
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size = settings->Size;
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window->Size = window->SizeFull = size;
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}
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g.Windows.push_back(window);
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}
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window = CreateNewWindow(name, size, flags);
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window->Flags = (ImGuiWindowFlags)flags;
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// Add to stack
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g.CurrentWindowStack.push_back(window);
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g.CurrentWindow = window;
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@ -2222,7 +2229,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alph
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g.SetNextWindowCollapsedCond = 0;
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}
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// Find root
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// Find root (if we are a child window)
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size_t root_idx = g.CurrentWindowStack.size() - 1;
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while (root_idx > 0)
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{
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@ -3358,7 +3365,7 @@ bool ImGui::SmallButton(const char* label)
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const ImGuiStyle& style = g.Style;
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const ImGuiID id = window->GetID(label);
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const ImVec2 text_size = CalcTextSize(label, NULL, true);
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const ImVec2 text_size = CalcTextSize(label, NULL, true);
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const ImGuiAabb bb(window->DC.CursorPos, window->DC.CursorPos + text_size + ImVec2(style.FramePadding.x*2,0));
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ItemSize(bb);
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@ -4947,7 +4954,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
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return false;
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const ImGuiAabb bb(frame_bb.Min, frame_bb.Max + ImVec2(style.ItemInnerSpacing.x + text_size.x,0));
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const float arrow_size = (window->FontSize() + style.FramePadding.x * 2.0f);
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const float arrow_size = (window->FontSize() + style.FramePadding.x * 2.0f);
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const bool hovered = (g.HoveredWindow == window) && (g.HoveredId == 0) && IsMouseHoveringBox(bb);
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bool value_changed = false;
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4
imgui.h
4
imgui.h
@ -161,10 +161,10 @@ namespace ImGui
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IMGUI_API ImVec2 GetWindowSize(); // get current window position.
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IMGUI_API float GetWindowWidth();
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IMGUI_API bool GetWindowCollapsed();
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IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiSetCondition cond = 0); // set current window position.
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IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiSetCondition cond = 0); // set current window position - call within Begin()/End().
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IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiSetCondition cond = 0); // set current window size. set to ImVec2(0,0) to force an auto-fit
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IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiSetCondition cond = 0); // set current window collapsed state.
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IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiSetCondition cond = 0); // set next window position.
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IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiSetCondition cond = 0); // set next window position - call before Begin().
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IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiSetCondition cond = 0); // set next window size. set to ImVec2(0,0) to force an auto-fit
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IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiSetCondition cond = 0); // set next window collapsed state.
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