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Merged miscellaneous small stuff (from nav/dock branches).

pull/1499/head
omar 7 years ago
parent
commit
7c7a7baf76
  1. 29
      imgui.cpp
  2. 4
      imgui.h
  3. 16
      imgui_internal.h

29
imgui.cpp

@ -1826,7 +1826,6 @@ ImGuiWindow::ImGuiWindow(const char* name)
ID = ImHash(name, 0);
IDStack.push_back(ID);
Flags = 0;
OrderWithinParent = 0;
PosFloat = Pos = ImVec2(0.0f, 0.0f);
Size = SizeFull = ImVec2(0.0f, 0.0f);
SizeContents = SizeContentsExplicit = ImVec2(0.0f, 0.0f);
@ -1845,6 +1844,8 @@ ImGuiWindow::ImGuiWindow(const char* name)
SkipItems = false;
Appearing = false;
CloseButton = false;
BeginOrderWithinParent = -1;
BeginOrderWithinContext = -1;
BeginCount = 0;
PopupId = 0;
AutoFitFramesX = AutoFitFramesY = -1;
@ -2271,7 +2272,7 @@ void ImGui::NewFrame()
// Initialize on first frame
if (!g.Initialized)
ImGui::Initialize();
Initialize();
SetCurrentFont(GetDefaultFont());
IM_ASSERT(g.Font->IsLoaded());
@ -2279,6 +2280,7 @@ void ImGui::NewFrame()
g.Time += g.IO.DeltaTime;
g.FrameCount += 1;
g.TooltipOverrideCount = 0;
g.WindowsActiveCount = 0;
g.OverlayDrawList.Clear();
g.OverlayDrawList.PushTextureID(g.IO.Fonts->TexID);
g.OverlayDrawList.PushClipRectFullScreen();
@ -2497,8 +2499,8 @@ void ImGui::NewFrame()
// Create implicit window - we will only render it if the user has added something to it.
// We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.
ImGui::SetNextWindowSize(ImVec2(400,400), ImGuiCond_FirstUseEver);
ImGui::Begin("Debug##Default");
SetNextWindowSize(ImVec2(400,400), ImGuiCond_FirstUseEver);
Begin("Debug##Default");
}
static void* SettingsHandlerWindow_ReadOpen(ImGuiContext&, const char* name)
@ -2785,7 +2787,7 @@ static int ChildWindowComparer(const void* lhs, const void* rhs)
return d;
if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip))
return d;
return (a->OrderWithinParent - b->OrderWithinParent);
return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);
}
static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>& out_sorted_windows, ImGuiWindow* window)
@ -3359,7 +3361,7 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items
static ImGuiWindow* FindHoveredWindow(ImVec2 pos)
{
ImGuiContext& g = *GImGui;
for (int i = g.Windows.Size-1; i >= 0; i--)
for (int i = g.Windows.Size - 1; i >= 0; i--)
{
ImGuiWindow* window = g.Windows[i];
if (!window->Active)
@ -3598,7 +3600,8 @@ bool ImGui::IsItemClicked(int mouse_button)
bool ImGui::IsAnyItemHovered()
{
return GImGui->HoveredId != 0 || GImGui->HoveredIdPreviousFrame != 0;
ImGuiContext& g = *GImGui;
return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0;
}
bool ImGui::IsAnyItemActive()
@ -3914,8 +3917,9 @@ bool ImGui::BeginPopupContextItem(const char* str_id, int mouse_button)
ImGuiWindow* window = GImGui->CurrentWindow;
ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
IM_ASSERT(id != 0); // However, you cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
if (IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
OpenPopupEx(id, true);
if (IsMouseClicked(mouse_button))
if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
OpenPopupEx(id, true);
return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize);
}
@ -4448,7 +4452,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// window->RootNavWindow = window->RootNavWindow->ParentWindow;
window->Active = true;
window->OrderWithinParent = 0;
window->BeginOrderWithinParent = 0;
window->BeginOrderWithinContext = g.WindowsActiveCount++;
window->BeginCount = 0;
window->ClipRect = ImVec4(-FLT_MAX,-FLT_MAX,+FLT_MAX,+FLT_MAX);
window->LastFrameActive = current_frame;
@ -4570,7 +4575,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Position child window
if (flags & ImGuiWindowFlags_ChildWindow)
{
window->OrderWithinParent = parent_window->DC.ChildWindows.Size;
window->BeginOrderWithinParent = parent_window->DC.ChildWindows.Size;
parent_window->DC.ChildWindows.push_back(window);
}
if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api)
@ -6685,6 +6690,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick)
button_flags |= ImGuiButtonFlags_PressedOnDoubleClick | ((flags & ImGuiTreeNodeFlags_OpenOnArrow) ? ImGuiButtonFlags_PressedOnClickRelease : 0);
bool hovered, held, pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags);
if (pressed && !(flags & ImGuiTreeNodeFlags_Leaf))
{
@ -6774,7 +6780,6 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags
ImGuiContext& g = *GImGui;
float button_sz = g.FontSize * 0.5f;
ImGuiItemHoveredDataBackup last_item_backup;
last_item_backup.Backup();
if (CloseButton(window->GetID((void*)(intptr_t)(id+1)), ImVec2(ImMin(window->DC.LastItemRect.Max.x, window->ClipRect.Max.x) - g.Style.FramePadding.x - button_sz, window->DC.LastItemRect.Min.y + g.Style.FramePadding.y + button_sz), button_sz))
*p_open = false;
last_item_backup.Restore();

4
imgui.h

@ -79,8 +79,8 @@ typedef int ImGuiMouseCursor; // enum: a mouse cursor identifier
typedef int ImGuiStyleVar; // enum: a variable identifier for styling // enum ImGuiStyleVar_
typedef int ImDrawCornerFlags; // flags: for ImDrawList::AddRect*() etc. // enum ImDrawCornerFlags_
typedef int ImGuiColorEditFlags; // flags: for ColorEdit*(), ColorPicker*() // enum ImGuiColorEditFlags_
typedef int ImGuiDragDropFlags; // flags: for *DragDrop*() // enum ImGuiDragDropFlags_
typedef int ImGuiColumnsFlags; // flags: for *Columns*() // enum ImGuiColumnsFlags_
typedef int ImGuiDragDropFlags; // flags: for *DragDrop*() // enum ImGuiDragDropFlags_
typedef int ImGuiComboFlags; // flags: for BeginCombo() // enum ImGuiComboFlags_
typedef int ImGuiFocusedFlags; // flags: for IsWindowFocused() // enum ImGuiFocusedFlags_
typedef int ImGuiHoveredFlags; // flags: for IsItemHovered() etc. // enum ImGuiHoveredFlags_
@ -627,7 +627,7 @@ enum ImGuiHoveredFlags_
ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 2, // Return true even if a popup window is normally blocking access to this item/window
//ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 3, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 4, // Return true even if an active item is blocking access to this item/window
ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 4, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 5, // Return true even if the position is overlapped by another window
ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped
};

16
imgui_internal.h

@ -183,7 +183,7 @@ enum ImGuiButtonFlags_
ImGuiButtonFlags_AllowItemOverlap = 1 << 6, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap()
ImGuiButtonFlags_DontClosePopups = 1 << 7, // disable automatically closing parent popup on press // [UNUSED]
ImGuiButtonFlags_Disabled = 1 << 8, // disable interactions
ImGuiButtonFlags_AlignTextBaseLine = 1 << 9, // vertically align button to match text baseline (ButtonEx() only)
ImGuiButtonFlags_AlignTextBaseLine = 1 << 9, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine
ImGuiButtonFlags_NoKeyModifiers = 1 << 10, // disable interaction if a key modifier is held
ImGuiButtonFlags_NoHoldingActiveID = 1 << 11, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only)
ImGuiButtonFlags_PressedOnDragDropHold = 1 << 12 // press when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers)
@ -207,8 +207,8 @@ enum ImGuiColumnsFlags_
enum ImGuiSelectableFlagsPrivate_
{
// NB: need to be in sync with last value of ImGuiSelectableFlags_
ImGuiSelectableFlags_Menu = 1 << 3,
ImGuiSelectableFlags_MenuItem = 1 << 4,
ImGuiSelectableFlags_Menu = 1 << 3, // -> PressedOnClick
ImGuiSelectableFlags_MenuItem = 1 << 4, // -> PressedOnRelease
ImGuiSelectableFlags_Disabled = 1 << 5,
ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 6
};
@ -439,6 +439,7 @@ struct ImGuiContext
ImVector<ImGuiWindow*> WindowsSortBuffer;
ImVector<ImGuiWindow*> CurrentWindowStack;
ImGuiStorage WindowsById;
int WindowsActiveCount;
ImGuiWindow* CurrentWindow; // Being drawn into
ImGuiWindow* NavWindow; // Nav/focused window for navigation
ImGuiWindow* HoveredWindow; // Will catch mouse inputs
@ -550,6 +551,7 @@ struct ImGuiContext
Time = 0.0f;
FrameCount = 0;
FrameCountEnded = FrameCountRendered = -1;
WindowsActiveCount = 0;
CurrentWindow = NULL;
NavWindow = NULL;
HoveredWindow = NULL;
@ -723,7 +725,6 @@ struct IMGUI_API ImGuiWindow
char* Name;
ImGuiID ID; // == ImHash(Name)
ImGuiWindowFlags Flags; // See enum ImGuiWindowFlags_
int OrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0.
ImVec2 PosFloat;
ImVec2 Pos; // Position rounded-up to nearest pixel
ImVec2 Size; // Current size (==SizeFull or collapsed title bar size)
@ -748,6 +749,8 @@ struct IMGUI_API ImGuiWindow
bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed)
bool Appearing; // Set during the frame where the window is appearing (or re-appearing)
bool CloseButton; // Set when the window has a close button (p_open != NULL)
int BeginOrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0.
int BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues.
int BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
int AutoFitFramesX, AutoFitFramesY;
@ -809,8 +812,9 @@ struct ImGuiItemHoveredDataBackup
ImRect LastItemRect;
bool LastItemRectHoveredRect;
void Backup() { ImGuiWindow* window = GImGui->CurrentWindow; LastItemId = window->DC.LastItemId; LastItemRect = window->DC.LastItemRect; LastItemRectHoveredRect = window->DC.LastItemRectHoveredRect; }
void Restore() { ImGuiWindow* window = GImGui->CurrentWindow; window->DC.LastItemId = LastItemId; window->DC.LastItemRect = LastItemRect; window->DC.LastItemRectHoveredRect = LastItemRectHoveredRect; }
ImGuiItemHoveredDataBackup() { Backup(); }
void Backup() { ImGuiWindow* window = GImGui->CurrentWindow; LastItemId = window->DC.LastItemId; LastItemRect = window->DC.LastItemRect; LastItemRectHoveredRect = window->DC.LastItemRectHoveredRect; }
void Restore() const { ImGuiWindow* window = GImGui->CurrentWindow; window->DC.LastItemId = LastItemId; window->DC.LastItemRect = LastItemRect; window->DC.LastItemRectHoveredRect = LastItemRectHoveredRect; }
};
//-----------------------------------------------------------------------------

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