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Merge various minor things (supposedly harmless) from Navigation branch into Master to reduce differences. (#787)
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0ba3cadb88
commit
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20
imgui.cpp
20
imgui.cpp
@ -1803,9 +1803,9 @@ ImGuiWindow::ImGuiWindow(const char* name)
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DrawList = (ImDrawList*)ImGui::MemAlloc(sizeof(ImDrawList));
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IM_PLACEMENT_NEW(DrawList) ImDrawList();
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DrawList->_OwnerName = Name;
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ParentWindow = NULL;
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RootWindow = NULL;
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RootNonPopupWindow = NULL;
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ParentWindow = NULL;
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FocusIdxAllCounter = FocusIdxTabCounter = -1;
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FocusIdxAllRequestCurrent = FocusIdxTabRequestCurrent = INT_MAX;
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@ -1925,7 +1925,8 @@ void ImGui::ItemSize(const ImRect& bb, float text_offset_y)
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// declares their minimum size requirement to ItemSize() and then use a larger region for drawing/interaction, which is passed to ItemAdd().
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bool ImGui::ItemAdd(const ImRect& bb, const ImGuiID* id)
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{
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ImGuiWindow* window = GetCurrentWindow();
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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window->DC.LastItemId = id ? *id : 0;
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window->DC.LastItemRect = bb;
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window->DC.LastItemHoveredAndUsable = window->DC.LastItemHoveredRect = false;
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@ -1933,7 +1934,6 @@ bool ImGui::ItemAdd(const ImRect& bb, const ImGuiID* id)
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return false;
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// This is a sensible default, but widgets are free to override it after calling ItemAdd()
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ImGuiContext& g = *GImGui;
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if (IsMouseHoveringRect(bb.Min, bb.Max))
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{
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// Matching the behavior of IsHovered() but allow if ActiveId==window->MoveID (we clicked on the window background)
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@ -2210,7 +2210,7 @@ void ImGui::NewFrame()
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g.ActiveIdIsAlive = false;
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g.ActiveIdIsJustActivated = false;
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// Handle user moving window (at the beginning of the frame to avoid input lag or sheering). Only valid for root windows.
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// Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering). Only valid for root windows.
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if (g.MovedWindowMoveId && g.MovedWindowMoveId == g.ActiveId)
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{
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KeepAliveID(g.MovedWindowMoveId);
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@ -2221,7 +2221,7 @@ void ImGui::NewFrame()
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if (!(g.MovedWindow->Flags & ImGuiWindowFlags_NoMove))
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{
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g.MovedWindow->PosFloat += g.IO.MouseDelta;
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if (!(g.MovedWindow->Flags & ImGuiWindowFlags_NoSavedSettings) && (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f))
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if (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f)
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MarkIniSettingsDirty(g.MovedWindow);
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}
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FocusWindow(g.MovedWindow);
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@ -3705,7 +3705,6 @@ void ImGui::EndChild()
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sz.x = ImMax(4.0f, sz.x);
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if (window->AutoFitChildAxises & 0x02)
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sz.y = ImMax(4.0f, sz.y);
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ImGui::End();
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ImGuiWindow* parent_window = GetCurrentWindow();
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@ -4159,10 +4158,11 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
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// Position tooltip (always follows mouse)
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if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api)
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{
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ImRect rect_to_avoid(g.IO.MousePos.x - 16, g.IO.MousePos.y - 8, g.IO.MousePos.x + 24, g.IO.MousePos.y + 24); // FIXME: Completely hard-coded. Perhaps center on cursor hit-point instead?
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window->PosFloat = FindBestPopupWindowPos(g.IO.MousePos, window->Size, &window->AutoPosLastDirection, rect_to_avoid);
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ImVec2 ref_pos = g.IO.MousePos;
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ImRect rect_to_avoid(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24, ref_pos.y + 24); // FIXME: Completely hard-coded. Perhaps center on cursor hit-point instead?
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window->PosFloat = FindBestPopupWindowPos(ref_pos, window->Size, &window->AutoPosLastDirection, rect_to_avoid);
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if (window->AutoPosLastDirection == -1)
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window->PosFloat = g.IO.MousePos + ImVec2(2,2); // If there's not enough room, for tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
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window->PosFloat = ref_pos + ImVec2(2,2); // If there's not enough room, for tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
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}
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// Clamp position so it stays visible
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@ -4217,7 +4217,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
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const float window_rounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildWindowRounding : style.WindowRounding;
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if (window->Collapsed)
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{
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// Draw title bar only
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// Title bar only
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RenderFrame(title_bar_rect.GetTL(), title_bar_rect.GetBR(), GetColorU32(ImGuiCol_TitleBgCollapsed), true, window_rounding);
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}
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else
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14
imgui.h
14
imgui.h
@ -412,11 +412,11 @@ namespace ImGui
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IMGUI_API void PopClipRect();
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// Utilities
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IMGUI_API bool IsItemHovered(); // was the last item hovered by mouse?
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IMGUI_API bool IsItemRectHovered(); // was the last item hovered by mouse? even if another item is active or window is blocked by popup while we are hovering this
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IMGUI_API bool IsItemActive(); // was the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false)
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IMGUI_API bool IsItemClicked(int mouse_button = 0); // was the last item clicked? (e.g. button/node just clicked on)
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IMGUI_API bool IsItemVisible(); // was the last item visible? (aka not out of sight due to clipping/scrolling.)
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IMGUI_API bool IsItemHovered(); // is the last item hovered by mouse (and usable)?
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IMGUI_API bool IsItemRectHovered(); // is the last item hovered by mouse? even if another item is active or window is blocked by popup while we are hovering this
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IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false)
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IMGUI_API bool IsItemClicked(int mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on)
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IMGUI_API bool IsItemVisible(); // is the last item visible? (aka not out of sight due to clipping/scrolling.)
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IMGUI_API bool IsAnyItemHovered();
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IMGUI_API bool IsAnyItemActive();
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IMGUI_API ImVec2 GetItemRectMin(); // get bounding rect of last item in screen space
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@ -425,7 +425,7 @@ namespace ImGui
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IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.
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IMGUI_API bool IsWindowFocused(); // is current window focused
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IMGUI_API bool IsWindowHovered(); // is current window hovered and hoverable (not blocked by a popup) (differentiate child windows from each others)
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IMGUI_API bool IsWindowRectHovered(); // is current window rectnagle hovered, disregarding of any consideration of being blocked by a popup. (unlike IsWindowHovered() this will return true even if the window is blocked because of a popup)
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IMGUI_API bool IsWindowRectHovered(); // is current window rectangle hovered, disregarding of any consideration of being blocked by a popup. (unlike IsWindowHovered() this will return true even if the window is blocked because of a popup)
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IMGUI_API bool IsRootWindowFocused(); // is current root window focused (root = top-most parent of a child, otherwise self)
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IMGUI_API bool IsRootWindowOrAnyChildFocused(); // is current root window or any of its child (including current window) focused
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IMGUI_API bool IsRootWindowOrAnyChildHovered(); // is current root window or any of its child (including current window) hovered and hoverable (not blocked by a popup)
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@ -786,7 +786,7 @@ struct ImGuiIO
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float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging
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int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array
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float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
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float KeyRepeatRate; // = 0.020f // When holding a key/button, rate at which it repeats, in seconds.
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float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
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void* UserData; // = NULL // Store your own data for retrieval by callbacks.
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ImFontAtlas* Fonts; // <auto> // Load and assemble one or more fonts into a single tightly packed texture. Output to Fonts array.
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@ -538,7 +538,7 @@ struct ImGuiContext
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DragCurrentValue = 0.0f;
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DragLastMouseDelta = ImVec2(0.0f, 0.0f);
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DragSpeedDefaultRatio = 1.0f / 100.0f;
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DragSpeedScaleSlow = 0.01f;
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DragSpeedScaleSlow = 1.0f / 100.0f;
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DragSpeedScaleFast = 10.0f;
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ScrollbarClickDeltaToGrabCenter = ImVec2(0.0f, 0.0f);
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TooltipOverrideCount = 0;
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@ -697,9 +697,10 @@ struct IMGUI_API ImGuiWindow
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ImGuiStorage StateStorage;
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float FontWindowScale; // Scale multiplier per-window
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ImDrawList* DrawList;
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ImGuiWindow* RootWindow; // If we are a child window, this is pointing to the first non-child parent window. Else point to ourself.
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ImGuiWindow* RootNonPopupWindow; // If we are a child window, this is pointing to the first non-child non-popup parent window. Else point to ourself.
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ImGuiWindow* ParentWindow; // If we are a child window, this is pointing to our parent window. Else point to NULL.
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ImGuiWindow* ParentWindow; // Immediate parent in the window stack *regardless* of whether this window is a child window or not)
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ImGuiWindow* RootWindow; // Generally point to ourself. If we are a child window, this is pointing to the first non-child parent window.
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ImGuiWindow* RootNonPopupWindow; // Generally point to ourself. Used to display TitleBgActive color and for selecting which window to use for NavWindowing
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// Navigation / Focus
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int FocusIdxAllCounter; // Start at -1 and increase as assigned via FocusItemRegister()
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