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Minor tidying, reordering functions/members/initialisation to follow same orders
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parent
a09411b936
commit
f5fb5f0c1e
10
imgui.cpp
10
imgui.cpp
@ -3891,13 +3891,13 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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window->DC.ChildWindows.resize(0);
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window->DC.ChildWindows.resize(0);
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window->DC.LayoutType = ImGuiLayoutType_Vertical;
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window->DC.LayoutType = ImGuiLayoutType_Vertical;
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window->DC.ItemWidth = window->ItemWidthDefault;
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window->DC.ItemWidth = window->ItemWidthDefault;
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window->DC.ItemWidthStack.resize(0);
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window->DC.ButtonRepeat = false;
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window->DC.ButtonRepeatStack.resize(0);
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window->DC.AllowKeyboardFocus = true;
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window->DC.AllowKeyboardFocusStack.resize(0);
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window->DC.TextWrapPos = -1.0f; // disabled
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window->DC.TextWrapPos = -1.0f; // disabled
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window->DC.AllowKeyboardFocus = true;
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window->DC.ButtonRepeat = false;
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window->DC.ItemWidthStack.resize(0);
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window->DC.TextWrapPosStack.resize(0);
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window->DC.TextWrapPosStack.resize(0);
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window->DC.AllowKeyboardFocusStack.resize(0);
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window->DC.ButtonRepeatStack.resize(0);
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window->DC.ColorEditMode = ImGuiColorEditMode_UserSelect;
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window->DC.ColorEditMode = ImGuiColorEditMode_UserSelect;
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window->DC.ColumnsCurrent = 0;
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window->DC.ColumnsCurrent = 0;
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window->DC.ColumnsCount = 1;
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window->DC.ColumnsCount = 1;
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4
imgui.h
4
imgui.h
@ -178,10 +178,10 @@ namespace ImGui
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IMGUI_API void PushItemWidth(float item_width); // width of items for the common item+label case, pixels. 0.0f = default to ~2/3 of windows width, >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side)
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IMGUI_API void PushItemWidth(float item_width); // width of items for the common item+label case, pixels. 0.0f = default to ~2/3 of windows width, >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side)
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IMGUI_API void PopItemWidth();
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IMGUI_API void PopItemWidth();
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IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position
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IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position
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IMGUI_API void PushAllowKeyboardFocus(bool v); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
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IMGUI_API void PopAllowKeyboardFocus();
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IMGUI_API void PushTextWrapPos(float wrap_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
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IMGUI_API void PushTextWrapPos(float wrap_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
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IMGUI_API void PopTextWrapPos();
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IMGUI_API void PopTextWrapPos();
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IMGUI_API void PushAllowKeyboardFocus(bool v); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
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IMGUI_API void PopAllowKeyboardFocus();
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IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (uses io.KeyRepeatDelay/io.KeyRepeatRate for now). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
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IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (uses io.KeyRepeatDelay/io.KeyRepeatRate for now). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
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IMGUI_API void PopButtonRepeat();
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IMGUI_API void PopButtonRepeat();
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@ -496,14 +496,14 @@ struct ImGuiDrawContext
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ImGuiLayoutType LayoutType;
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ImGuiLayoutType LayoutType;
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// We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
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// We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
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bool ButtonRepeat; // == ButtonRepeatStack.back() [empty == false]
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bool AllowKeyboardFocus; // == AllowKeyboardFocusStack.back() [empty == true]
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float ItemWidth; // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window
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float ItemWidth; // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window
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float TextWrapPos; // == TextWrapPosStack.back() [empty == -1.0f]
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float TextWrapPos; // == TextWrapPosStack.back() [empty == -1.0f]
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ImVector<bool> ButtonRepeatStack;
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bool AllowKeyboardFocus; // == AllowKeyboardFocusStack.back() [empty == true]
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ImVector<bool> AllowKeyboardFocusStack;
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bool ButtonRepeat; // == ButtonRepeatStack.back() [empty == false]
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ImVector<float> ItemWidthStack;
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ImVector<float> ItemWidthStack;
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ImVector<float> TextWrapPosStack;
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ImVector<float> TextWrapPosStack;
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ImVector<bool> AllowKeyboardFocusStack;
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ImVector<bool> ButtonRepeatStack;
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ImVector<ImGuiGroupData>GroupStack;
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ImVector<ImGuiGroupData>GroupStack;
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ImGuiColorEditMode ColorEditMode;
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ImGuiColorEditMode ColorEditMode;
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int StackSizesBackup[6]; // Store size of various stacks for asserting
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int StackSizesBackup[6]; // Store size of various stacks for asserting
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