Refactor: moving ItemAdd() into a section abote ItemSize(). No logic change (part 1)

Moved KeepAliveID() as well for increased locality.
Adding dummy ItemAdd() placeholder to facilitate diffing (otherwise single commit single diff is a mess).
This commit is contained in:
ocornut 2024-01-17 17:27:04 +01:00
parent 1a48a63446
commit ff5f3aa38b

View File

@ -75,6 +75,7 @@ CODE
// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
// [SECTION] INPUTS
// [SECTION] ERROR CHECKING
// [SECTION] ITEM SUBMISSION
// [SECTION] LAYOUT
// [SECTION] SCROLLING
// [SECTION] TOOLTIPS
@ -3924,17 +3925,6 @@ ImGuiID ImGui::GetHoveredID()
return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame;
}
// This is called by ItemAdd().
// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID().
void ImGui::KeepAliveID(ImGuiID id)
{
ImGuiContext& g = *GImGui;
if (g.ActiveId == id)
g.ActiveIdIsAlive = id;
if (g.ActiveIdPreviousFrame == id)
g.ActiveIdPreviousFrameIsAlive = true;
}
void ImGui::MarkItemEdited(ImGuiID id)
{
// This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit().
@ -9728,12 +9718,46 @@ void ImGuiStackSizes::CompareWithContextState(ImGuiContext* ctx)
IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size && "PushFocusScope/PopFocusScope Mismatch!");
}
//-----------------------------------------------------------------------------
// [SECTION] ITEM SUBMISSION
//-----------------------------------------------------------------------------
// - KeepAliveID()
// - ItemAdd()
//-----------------------------------------------------------------------------
// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID().
void ImGui::KeepAliveID(ImGuiID id)
{
ImGuiContext& g = *GImGui;
if (g.ActiveId == id)
g.ActiveIdIsAlive = id;
if (g.ActiveIdPreviousFrame == id)
g.ActiveIdPreviousFrameIsAlive = true;
}
/*
// Declare item bounding box for clipping and interaction.
// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction.
// THIS IS IN THE PERFORMANCE CRITICAL PATH (UNTIL THE CLIPPING TEST AND EARLY-RETURN)
bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
...
return true;
}
*/
//-----------------------------------------------------------------------------
// [SECTION] LAYOUT
//-----------------------------------------------------------------------------
// - ItemSize()
// - ItemAdd()
// - SameLine()
// - GetCursorScreenPos()
// - SetCursorScreenPos()
@ -9801,10 +9825,7 @@ void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)
SameLine();
}
// Declare item bounding box for clipping and interaction.
// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction.
// THIS IS IN THE PERFORMANCE CRITICAL PATH (UNTIL THE CLIPPING TEST AND EARLY-RETURN)
bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags)
{
ImGuiContext& g = *GImGui;