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Internals: Renaming. Renamed ImGuiPopupRef to ImGuiPopupData for consistency and added constructor.
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3d363c91fd
commit
4e81b2d093
17
imgui.cpp
17
imgui.cpp
@ -1068,6 +1068,7 @@ static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb
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static ImVec2 NavCalcPreferredRefPos();
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static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);
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static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window);
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static int FindWindowFocusIndex(ImGuiWindow* window);
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// Misc
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static void UpdateMouseInputs();
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@ -3602,7 +3603,7 @@ void ImGui::NewFrame()
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// Closing the focused window restore focus to the first active root window in descending z-order
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if (g.NavWindow && !g.NavWindow->WasActive)
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FocusPreviousWindowIgnoringOne(NULL);
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FocusTopMostWindowIgnoringOne(NULL);
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// No window should be open at the beginning of the frame.
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// But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
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@ -5002,7 +5003,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0);
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if (flags & ImGuiWindowFlags_Popup)
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{
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ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
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ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
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window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed
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window_just_activated_by_user |= (window != popup_ref.Window);
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}
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@ -5035,7 +5036,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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CheckStacksSize(window, true);
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if (flags & ImGuiWindowFlags_Popup)
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{
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ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
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ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
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popup_ref.Window = window;
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g.BeginPopupStack.push_back(popup_ref);
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window->PopupId = popup_ref.PopupId;
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@ -5724,7 +5725,7 @@ void ImGui::FocusWindow(ImGuiWindow* window)
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BringWindowToDisplayFront(window);
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}
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void ImGui::FocusPreviousWindowIgnoringOne(ImGuiWindow* ignore_window)
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void ImGui::FocusTopMostWindowIgnoringOne(ImGuiWindow* ignore_window)
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{
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ImGuiContext& g = *GImGui;
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for (int i = g.WindowsFocusOrder.Size - 1; i >= 0; i--)
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@ -6944,7 +6945,7 @@ void ImGui::OpenPopupEx(ImGuiID id)
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ImGuiContext& g = *GImGui;
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ImGuiWindow* parent_window = g.CurrentWindow;
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int current_stack_size = g.BeginPopupStack.Size;
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ImGuiPopupRef popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack.
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ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack.
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popup_ref.PopupId = id;
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popup_ref.Window = NULL;
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popup_ref.ParentWindow = parent_window;
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@ -7008,7 +7009,7 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window)
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// Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow)
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for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++)
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{
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ImGuiPopupRef& popup = g.OpenPopupStack[popup_count_to_keep];
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ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep];
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if (!popup.Window)
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continue;
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IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);
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@ -8129,7 +8130,7 @@ static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags)
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return 0.0f;
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}
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static int FindWindowFocusIndex(ImGuiWindow* window) // FIXME-OPT O(N)
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static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) // FIXME-OPT O(N)
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{
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ImGuiContext& g = *GImGui;
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for (int i = g.WindowsFocusOrder.Size-1; i >= 0; i--)
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@ -8154,7 +8155,7 @@ static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
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if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal)
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return;
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const int i_current = FindWindowFocusIndex(g.NavWindowingTarget);
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const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget);
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ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);
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if (!window_target)
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window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir);
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@ -72,7 +72,7 @@ struct ImGuiItemHoveredDataBackup; // Backup and restore IsItemHovered() intern
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struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only
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struct ImGuiNavMoveResult; // Result of a directional navigation move query result
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struct ImGuiNextWindowData; // Storage for SetNexWindow** functions
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struct ImGuiPopupRef; // Storage for current popup stack
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struct ImGuiPopupData; // Storage for current popup stack
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struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file
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struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it
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struct ImGuiTabBar; // Storage for a tab bar
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@ -648,7 +648,7 @@ struct ImGuiSettingsHandler
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};
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// Storage for current popup stack
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struct ImGuiPopupRef
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struct ImGuiPopupData
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{
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ImGuiID PopupId; // Set on OpenPopup()
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ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup()
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@ -657,6 +657,8 @@ struct ImGuiPopupRef
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ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items)
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ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse)
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ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup
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ImGuiPopupData() { PopupId = 0; Window = ParentWindow = NULL; OpenFrameCount = -1; OpenParentId = 0; }
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};
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struct ImGuiColumnData
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@ -856,8 +858,8 @@ struct ImGuiContext
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ImVector<ImGuiColorMod> ColorModifiers; // Stack for PushStyleColor()/PopStyleColor()
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ImVector<ImGuiStyleMod> StyleModifiers; // Stack for PushStyleVar()/PopStyleVar()
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ImVector<ImFont*> FontStack; // Stack for PushFont()/PopFont()
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ImVector<ImGuiPopupRef> OpenPopupStack; // Which popups are open (persistent)
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ImVector<ImGuiPopupRef> BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame)
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ImVector<ImGuiPopupData>OpenPopupStack; // Which popups are open (persistent)
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ImVector<ImGuiPopupData>BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame)
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ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions
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bool NextTreeNodeOpenVal; // Storage for SetNextTreeNode** functions
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ImGuiCond NextTreeNodeOpenCond;
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@ -1390,7 +1392,7 @@ namespace ImGui
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IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id);
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IMGUI_API ImGuiWindow* FindWindowByName(const char* name);
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IMGUI_API void FocusWindow(ImGuiWindow* window);
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IMGUI_API void FocusPreviousWindowIgnoringOne(ImGuiWindow* ignore_window);
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IMGUI_API void FocusTopMostWindowIgnoringOne(ImGuiWindow* ignore_window);
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IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window);
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IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window);
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IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window);
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@ -5824,7 +5824,7 @@ void ImGui::EndMainMenuBar()
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// When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window
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ImGuiContext& g = *GImGui;
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if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0)
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FocusPreviousWindowIgnoringOne(g.NavWindow);
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FocusTopMostWindowIgnoringOne(g.NavWindow);
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End();
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}
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