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https://github.com/ocornut/imgui.git
synced 2024-11-28 09:30:56 +01:00
Merged a bunch of small inconsequential things from my work branch, to reduce the diff noise.
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bdb27366e7
commit
1399c9c8a9
25
imgui.cpp
25
imgui.cpp
@ -705,13 +705,13 @@ static void SetWindowScrollY(ImGuiWindow* window, float new_scroll_y
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static void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond);
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static void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond);
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static void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond);
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static ImGuiWindow* FindHoveredWindow(ImVec2 pos);
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static ImGuiWindow* FindHoveredWindow();
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static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags);
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static void CheckStacksSize(ImGuiWindow* window, bool write);
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static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);
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static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_render_list, ImDrawList* draw_list);
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static void AddWindowToDrawData(ImVector<ImDrawList*>* out_render_list, ImGuiWindow* window);
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static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);
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static void AddWindowToDrawData(ImVector<ImDrawList*>* out_list, ImGuiWindow* window);
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static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
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static ImGuiWindowSettings* AddWindowSettings(const char* name);
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@ -857,10 +857,10 @@ ImGuiIO::ImGuiIO()
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// Settings
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DisplaySize = ImVec2(-1.0f, -1.0f);
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DeltaTime = 1.0f/60.0f;
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NavFlags = 0x00;
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IniSavingRate = 5.0f;
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IniFilename = "imgui.ini";
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LogFilename = "imgui_log.txt";
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NavFlags = 0x00;
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MouseDoubleClickTime = 0.30f;
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MouseDoubleClickMaxDist = 6.0f;
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for (int i = 0; i < ImGuiKey_COUNT; i++)
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@ -2664,7 +2664,8 @@ ImGuiStyle& ImGui::GetStyle()
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// Same value as passed to the old io.RenderDrawListsFn function. Valid after Render() and until the next call to NewFrame()
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ImDrawData* ImGui::GetDrawData()
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{
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return GImGui->DrawData.Valid ? &GImGui->DrawData : NULL;
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ImGuiContext& g = *GImGui;
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return g.DrawData.Valid ? &g.DrawData : NULL;
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}
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float ImGui::GetTime()
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@ -3415,7 +3416,7 @@ void ImGui::NewFrame()
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// - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow.
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// - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point.
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// - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
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g.HoveredWindow = (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoInputs)) ? g.MovingWindow : FindHoveredWindow(g.IO.MousePos);
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g.HoveredWindow = (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoInputs)) ? g.MovingWindow : FindHoveredWindow();
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g.HoveredRootWindow = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
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ImGuiWindow* modal_window = GetFrontMostModalRootWindow();
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@ -3633,6 +3634,7 @@ void ImGui::Shutdown(ImGuiContext* context)
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SaveIniSettingsToDisk(g.IO.IniFilename);
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// Clear everything else
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for (int i = 0; i < g.Windows.Size; i++)
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IM_DELETE(g.Windows[i]);
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g.Windows.clear();
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@ -4445,7 +4447,7 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items
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// Find window given position, search front-to-back
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// FIXME: Note that we have a lag here because WindowRectClipped is updated in Begin() so windows moved by user via SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is called, aka before the next Begin(). Moving window thankfully isn't affected.
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static ImGuiWindow* FindHoveredWindow(ImVec2 pos)
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static ImGuiWindow* FindHoveredWindow()
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{
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ImGuiContext& g = *GImGui;
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for (int i = g.Windows.Size - 1; i >= 0; i--)
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@ -4458,7 +4460,7 @@ static ImGuiWindow* FindHoveredWindow(ImVec2 pos)
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// Using the clipped AABB, a child window will typically be clipped by its parent (not always)
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ImRect bb(window->WindowRectClipped.Min - g.Style.TouchExtraPadding, window->WindowRectClipped.Max + g.Style.TouchExtraPadding);
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if (bb.Contains(pos))
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if (bb.Contains(g.IO.MousePos))
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return window;
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}
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return NULL;
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@ -6209,14 +6211,13 @@ void ImGui::End()
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if (window->DC.ColumnsSet != NULL)
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EndColumns();
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PopClipRect(); // inner window clip rectangle
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PopClipRect(); // Inner window clip rectangle
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// Stop logging
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if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging
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LogFinish();
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// Pop
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// NB: we don't clear 'window->RootWindow'. The pointer is allowed to live until the next call to Begin().
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// Pop from window stack
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g.CurrentWindowStack.pop_back();
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if (window->Flags & ImGuiWindowFlags_Popup)
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g.CurrentPopupStack.pop_back();
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@ -13125,7 +13126,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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return;
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}
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ImDrawList* overlay_draw_list = &GImGui->OverlayDrawList; // Render additional visuals into the top-most draw list
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ImDrawList* overlay_draw_list = ImGui::GetOverlayDrawList(); // Render additional visuals into the top-most draw list
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if (window && ImGui::IsItemHovered())
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overlay_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
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if (!node_open)
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8
imgui.h
8
imgui.h
@ -116,7 +116,7 @@ struct ImVec2
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float x, y;
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ImVec2() { x = y = 0.0f; }
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ImVec2(float _x, float _y) { x = _x; y = _y; }
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float operator[] (size_t idx) const { IM_ASSERT(idx == 0 || idx == 1); return *(&x + idx); } // We very rarely use this [] operator, thus an assert is fine.
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float operator[] (size_t idx) const { IM_ASSERT(idx == 0 || idx == 1); return (&x)[idx]; } // We very rarely use this [] operator, thus an assert is fine.
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#ifdef IM_VEC2_CLASS_EXTRA // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec2.
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IM_VEC2_CLASS_EXTRA
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#endif
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@ -744,7 +744,7 @@ enum ImGuiNavInput_
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ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_
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};
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// [BETA] Gamepad/Keyboard directional navigation options
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// [BETA] Gamepad/Keyboard directional navigation flags, stored in io.NavFlags
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enum ImGuiNavFlags_
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{
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ImGuiNavFlags_EnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeyDown[].
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@ -953,10 +953,10 @@ struct ImGuiIO
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ImVec2 DisplaySize; // <unset> // Display size, in pixels. For clamping windows positions.
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float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
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ImGuiNavFlags NavFlags; // = 0x00 // See ImGuiNavFlags_. Gamepad/keyboard navigation options.
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float IniSavingRate; // = 5.0f // Maximum time between saving positions/sizes to .ini file, in seconds.
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const char* IniFilename; // = "imgui.ini" // Path to .ini file. NULL to disable .ini saving.
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const char* LogFilename; // = "imgui_log.txt" // Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
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ImGuiNavFlags NavFlags; // = 0 // See ImGuiNavFlags_. Gamepad/keyboard navigation options.
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float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
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float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
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float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
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@ -1005,7 +1005,7 @@ struct ImGuiIO
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ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
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bool MouseDown[5]; // Mouse buttons: left, right, middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
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float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text.
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float MouseWheelH; // Mouse wheel (Horizontal). Most users don't have a mouse with an horizontal wheel, may not be filled by all back ends.
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float MouseWheelH; // Mouse wheel (Horizontal). Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends.
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bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
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bool KeyCtrl; // Keyboard modifier pressed: Control
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bool KeyShift; // Keyboard modifier pressed: Shift
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