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Internals: Moved some of NewFrame() into UpdateMovingWindow().

pull/1622/head
omar 7 years ago
parent
commit
64e0666803
  1. 76
      imgui.cpp

76
imgui.cpp

@ -732,6 +732,7 @@ static void NavUpdate();
static void NavUpdateWindowing();
static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id);
static void UpdateMovingWindow();
static void UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]);
static void FocusFrontMostActiveWindow(ImGuiWindow* ignore_window);
}
@ -3219,6 +3220,45 @@ static void ImGui::NavUpdate()
#endif
}
static void ImGui::UpdateMovingWindow()
{
ImGuiContext& g = *GImGui;
if (g.MovingWindow && g.MovingWindow->MoveId == g.ActiveId && g.ActiveIdSource == ImGuiInputSource_Mouse)
{
// We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window).
// We track it to preserve Focus and so that ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.
KeepAliveID(g.ActiveId);
IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindow);
ImGuiWindow* moving_window = g.MovingWindow->RootWindow;
if (g.IO.MouseDown[0])
{
ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
if (moving_window->PosFloat.x != pos.x || moving_window->PosFloat.y != pos.y)
{
MarkIniSettingsDirty(moving_window);
moving_window->PosFloat = pos;
}
FocusWindow(g.MovingWindow);
}
else
{
ClearActiveID();
g.MovingWindow = NULL;
}
}
else
{
// When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others.
if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId)
{
KeepAliveID(g.ActiveId);
if (!g.IO.MouseDown[0])
ClearActiveID();
}
g.MovingWindow = NULL;
}
}
void ImGui::NewFrame()
{
IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?");
@ -3347,40 +3387,8 @@ void ImGui::NewFrame()
g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
g.IO.Framerate = 1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame));
// Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering).
if (g.MovingWindow && g.MovingWindow->MoveId == g.ActiveId && g.ActiveIdSource == ImGuiInputSource_Mouse)
{
KeepAliveID(g.ActiveId);
IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindow);
if (g.IO.MouseDown[0])
{
// MovingWindow = window we clicked on, could be a child window. We track it to preserve Focus and so that ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.
ImGuiWindow* actually_moving_window = g.MovingWindow->RootWindow;
ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
if (actually_moving_window->PosFloat.x != pos.x || actually_moving_window->PosFloat.y != pos.y)
{
MarkIniSettingsDirty(actually_moving_window);
actually_moving_window->PosFloat = pos;
}
FocusWindow(g.MovingWindow);
}
else
{
ClearActiveID();
g.MovingWindow = NULL;
}
}
else
{
// When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others.
if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId)
{
KeepAliveID(g.ActiveId);
if (!g.IO.MouseDown[0])
ClearActiveID();
}
g.MovingWindow = NULL;
}
// Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
UpdateMovingWindow();
// Delay saving settings so we don't spam disk too much
if (g.SettingsDirtyTimer > 0.0f)

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