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Merge branch 'master' into docking
# Conflicts: # imgui.cpp # imgui_internal.h
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@ -1327,7 +1327,7 @@ struct IMGUI_API ImGuiWindowTempData
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ImVec2 CursorPos;
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ImVec2 CursorPosPrevLine;
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ImVec2 CursorStartPos; // Initial position in client area with padding
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ImVec2 CursorMaxPos; // Used to implicitly calculate the size of our contents, always growing during the frame. Turned into window->SizeContents at the beginning of next frame
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ImVec2 CursorMaxPos; // Used to implicitly calculate the size of our contents, always growing during the frame. Used to calculate window->ContentSize at the beginning of next frame
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ImVec2 CurrLineSize;
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ImVec2 PrevLineSize;
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float CurrLineTextBaseOffset;
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@ -1415,9 +1415,8 @@ struct IMGUI_API ImGuiWindow
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ImVec2 Pos; // Position (always rounded-up to nearest pixel)
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ImVec2 Size; // Current size (==SizeFull or collapsed title bar size)
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ImVec2 SizeFull; // Size when non collapsed
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ImVec2 SizeFullAtLastBegin; // Copy of SizeFull at the end of Begin. This is the reference value we'll use on the next frame to decide if we need scrollbars.
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ImVec2 SizeContents; // Size of contents (== extents reach of the drawing cursor) from previous frame. FIXME: Include decoration, window title, border, menu, etc. Ideally should remove them from this value?
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ImVec2 SizeContentsExplicit; // Size of contents explicitly set by the user via SetNextWindowContentSize(). EXCLUDE decorations. Making this not consistent with the above!
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ImVec2 ContentSize; // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding.
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ImVec2 ContentSizeExplicit; // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize().
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ImVec2 WindowPadding; // Window padding at the time of begin.
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float WindowRounding; // Window rounding at the time of begin.
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float WindowBorderSize; // Window border size at the time of begin.
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@ -1425,6 +1424,7 @@ struct IMGUI_API ImGuiWindow
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ImGuiID MoveId; // == window->GetID("#MOVE")
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ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window)
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ImVec2 Scroll;
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ImVec2 ScrollMax;
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ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)
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ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
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ImVec2 ScrollbarSizes; // Size taken by scrollbars on each axis
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@ -1459,13 +1459,17 @@ struct IMGUI_API ImGuiWindow
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ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name.
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ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack
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ImRect ClipRect; // Current clipping rectangle. = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2.
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ImRect OuterRectClipped; // == WindowRect just after setup in Begin(). == window->Rect() for root window.
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ImRect InnerRect; // Inner rectangle
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ImRect InnerClipRect; // == InnerRect minus WindowPadding.x, clipped within viewport or parent clip rect.
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ImRect WorkRect; // == InnerRect minus WindowPadding.x
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ImRect ContentsRegionRect; // FIXME: This is currently confusing/misleading. Maximum visible content position ~~ Pos + (SizeContentsExplicit ? SizeContentsExplicit : Size - ScrollbarSizes) - CursorStartPos, per axis
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// The best way to understand what those rectangles are is to use the 'Metrics -> Tools -> Show windows rectangles' viewer.
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// The main 'OuterRect', omitted as a field, is window->Rect().
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ImRect OuterRectClipped; // == Window->Rect() just after setup in Begin(). == window->Rect() for root window.
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ImRect InnerRect; // Inner rectangle (omit title bar, menu bar)
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ImRect InnerClipRect; // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect.
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ImRect WorkRect; // Cover the whole scrolling region, shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentsRegionRect over time (from 1.71+ onward).
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ImRect ClipRect; // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back().
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ImRect ContentsRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on.
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ImVec2ih HitTestHoleSize, HitTestHoleOffset;
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int LastFrameActive; // Last frame number the window was Active.
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int LastFrameJustFocused; // Last frame number the window was made Focused.
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float ItemWidthDefault;
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@ -1631,8 +1635,6 @@ namespace ImGui
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IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window);
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IMGUI_API void SetWindowScrollX(ImGuiWindow* window, float new_scroll_x);
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IMGUI_API void SetWindowScrollY(ImGuiWindow* window, float new_scroll_y);
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IMGUI_API float GetWindowScrollMaxX(ImGuiWindow* window);
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IMGUI_API float GetWindowScrollMaxY(ImGuiWindow* window);
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IMGUI_API ImRect GetWindowAllowedExtentRect(ImGuiWindow* window);
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IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0);
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IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0);
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