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:
ocornut 2014-12-28 17:54:02 +00:00
parent 5b7ed5432e
commit e2fbbe0274
2 changed files with 67 additions and 60 deletions

View File

@ -303,7 +303,6 @@ static bool IsKeyPressedMap(ImGuiKey key, bool repeat = true);
static bool CloseWindowButton(bool* p_opened = NULL);
static void FocusWindow(ImGuiWindow* window);
static ImGuiWindow* FindWindow(const char* name);
static ImGuiWindow* FindHoveredWindow(ImVec2 pos, bool excluding_childs);
//-----------------------------------------------------------------------------
@ -2060,15 +2059,6 @@ int ImGui::GetFrameCount()
return GImGui.FrameCount;
}
static ImGuiWindow* FindWindow(const char* name)
{
ImGuiState& g = GImGui;
for (size_t i = 0; i != g.Windows.size(); i++)
if (strcmp(g.Windows[i]->Name, name) == 0)
return g.Windows[i];
return NULL;
}
void ImGui::BeginTooltip()
{
ImGui::Begin("##Tooltip", NULL, ImVec2(0,0), 0.9f, ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_Tooltip);
@ -2138,38 +2128,34 @@ void ImGui::EndChild()
}
}
// Push a new ImGui window to add widgets to.
// - A default window called "Debug" is automatically stacked at the beginning of every frame.
// - This can be called multiple times during the frame with the same window name to append content to the same window.
// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file). Note that you can use ## to append unique data that isn't displayed, e.g. "My window##1" will use "My window##1" as unique window ID but display "My window" to the user.
// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned.
// - Passing 'bool* p_opened' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.
// - Passing non-zero 'size' is roughly equivalent to calling SetNextWindowSize(size, ImGuiSetCondition_FirstUseEver) prior to calling Begin().
bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alpha, ImGuiWindowFlags flags)
static ImGuiWindow* FindWindowByName(const char* name)
{
// FIXME-OPT: Consider optimizing this (e.g. sorted hashes to window pointers)
ImGuiState& g = GImGui;
for (size_t i = 0; i != g.Windows.size(); i++)
if (strcmp(g.Windows[i]->Name, name) == 0)
return g.Windows[i];
return NULL;
}
static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags)
{
ImGuiState& g = GImGui;
const ImGuiStyle& style = g.Style;
IM_ASSERT(g.Initialized); // Forgot to call ImGui::NewFrame()
IM_ASSERT(name != NULL); // Must pass a name
ImGuiWindow* window = FindWindow(name);
if (!window)
{
// Create window the first time
ImGuiWindow* window = (ImGuiWindow*)ImGui::MemAlloc(sizeof(ImGuiWindow));
new(window) ImGuiWindow(name);
window->Flags = flags;
if (flags & ImGuiWindowFlags_NoSavedSettings)
{
// Tooltip and child windows don't store settings
window = (ImGuiWindow*)ImGui::MemAlloc(sizeof(ImGuiWindow));
new(window) ImGuiWindow(name);
// User can disable loading and saving of settings. Tooltip and child windows also don't store settings.
window->Size = window->SizeFull = size;
}
else
{
// Normal windows store settings in .ini file
window = (ImGuiWindow*)ImGui::MemAlloc(sizeof(ImGuiWindow));
new(window) ImGuiWindow(name);
// Retrieve settings from .ini file
// Use SetWindowPos() or SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
window->PosFloat = ImVec2(60, 60);
window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y);
@ -2197,9 +2183,30 @@ bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alph
window->Size = window->SizeFull = size;
}
g.Windows.push_back(window);
}
return window;
}
// Push a new ImGui window to add widgets to.
// - A default window called "Debug" is automatically stacked at the beginning of every frame.
// - This can be called multiple times during the frame with the same window name to append content to the same window.
// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file). Note that you can use ## to append unique data that isn't displayed, e.g. "My window##1" will use "My window##1" as unique window ID but display "My window" to the user.
// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned.
// - Passing 'bool* p_opened' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.
// - Passing non-zero 'size' is roughly equivalent to calling SetNextWindowSize(size, ImGuiSetCondition_FirstUseEver) prior to calling Begin().
bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alpha, ImGuiWindowFlags flags)
{
ImGuiState& g = GImGui;
const ImGuiStyle& style = g.Style;
IM_ASSERT(g.Initialized); // Forgot to call ImGui::NewFrame()
IM_ASSERT(name != NULL); // Must pass a name
// Find or create
ImGuiWindow* window = FindWindowByName(name);
if (!window)
window = CreateNewWindow(name, size, flags);
window->Flags = (ImGuiWindowFlags)flags;
// Add to stack
g.CurrentWindowStack.push_back(window);
g.CurrentWindow = window;
@ -2222,7 +2229,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alph
g.SetNextWindowCollapsedCond = 0;
}
// Find root
// Find root (if we are a child window)
size_t root_idx = g.CurrentWindowStack.size() - 1;
while (root_idx > 0)
{

View File

@ -161,10 +161,10 @@ namespace ImGui
IMGUI_API ImVec2 GetWindowSize(); // get current window position.
IMGUI_API float GetWindowWidth();
IMGUI_API bool GetWindowCollapsed();
IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiSetCondition cond = 0); // set current window position.
IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiSetCondition cond = 0); // set current window position - call within Begin()/End().
IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiSetCondition cond = 0); // set current window size. set to ImVec2(0,0) to force an auto-fit
IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiSetCondition cond = 0); // set current window collapsed state.
IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiSetCondition cond = 0); // set next window position.
IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiSetCondition cond = 0); // set next window position - call before Begin().
IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiSetCondition cond = 0); // set next window size. set to ImVec2(0,0) to force an auto-fit
IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiSetCondition cond = 0); // set next window collapsed state.