Merge various minor things (supposedly harmless) from Navigation branch into Master to reduce differences. Some code in NewFrame() has been moved around. (#787)

docking
omar 7 years ago
parent ee42fae468
commit 1f1e63f705

@ -751,25 +751,21 @@ ImGuiIO::ImGuiIO()
IniSavingRate = 5.0f;
IniFilename = "imgui.ini";
LogFilename = "imgui_log.txt";
Fonts = &GImDefaultFontAtlas;
FontGlobalScale = 1.0f;
FontDefault = NULL;
DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);
MouseDoubleClickTime = 0.30f;
MouseDoubleClickMaxDist = 6.0f;
MouseDragThreshold = 6.0f;
for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++)
MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
for (int i = 0; i < IM_ARRAYSIZE(KeysDownDuration); i++)
KeysDownDuration[i] = KeysDownDurationPrev[i] = -1.0f;
for (int i = 0; i < ImGuiKey_COUNT; i++)
KeyMap[i] = -1;
KeyRepeatDelay = 0.250f;
KeyRepeatRate = 0.050f;
UserData = NULL;
Fonts = &GImDefaultFontAtlas;
FontGlobalScale = 1.0f;
FontDefault = NULL;
FontAllowUserScaling = false;
DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
DisplayVisibleMin = DisplayVisibleMax = ImVec2(0.0f, 0.0f);
// User functions
RenderDrawListsFn = NULL;
MemAllocFn = malloc;
@ -780,6 +776,13 @@ ImGuiIO::ImGuiIO()
ImeSetInputScreenPosFn = ImeSetInputScreenPosFn_DefaultImpl;
ImeWindowHandle = NULL;
// Input (NB: we already have memset zero the entire structure)
MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);
MouseDragThreshold = 6.0f;
for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
for (int i = 0; i < IM_ARRAYSIZE(KeysDownDuration); i++) KeysDownDuration[i] = KeysDownDurationPrev[i] = -1.0f;
// Set OS X style defaults based on __APPLE__ compile time flag
#ifdef __APPLE__
OSXBehaviors = true;
@ -1768,14 +1771,13 @@ ImGuiWindow::ImGuiWindow(const char* name)
Name = ImStrdup(name);
ID = ImHash(name, 0);
IDStack.push_back(ID);
MoveId = GetID("#MOVE");
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);
WindowPadding = ImVec2(0.0f, 0.0f);
MoveId = GetID("#MOVE");
Scroll = ImVec2(0.0f, 0.0f);
ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
@ -2156,6 +2158,20 @@ void ImGui::NewFrame()
g.RenderDrawData.CmdLists = NULL;
g.RenderDrawData.CmdListsCount = g.RenderDrawData.TotalVtxCount = g.RenderDrawData.TotalIdxCount = 0;
// Clear reference to active widget if the widget isn't alive anymore
g.HoveredIdPreviousFrame = g.HoveredId;
g.HoveredId = 0;
g.HoveredIdAllowOverlap = false;
if (!g.ActiveIdIsAlive && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0)
ClearActiveID();
g.ActiveIdPreviousFrame = g.ActiveId;
g.ActiveIdIsAlive = false;
g.ActiveIdIsJustActivated = false;
// Update keyboard input state
memcpy(g.IO.KeysDownDurationPrev, g.IO.KeysDownDuration, sizeof(g.IO.KeysDownDuration));
for (int i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++)
g.IO.KeysDownDuration[i] = g.IO.KeysDown[i] ? (g.IO.KeysDownDuration[i] < 0.0f ? 0.0f : g.IO.KeysDownDuration[i] + g.IO.DeltaTime) : -1.0f;
// Update mouse input state
// If mouse just appeared or disappeared (usually denoted by -FLT_MAX component, but in reality we test for -256000.0f) we cancel out movement in MouseDelta
if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MousePosPrev))
@ -2190,9 +2206,6 @@ void ImGui::NewFrame()
g.IO.MouseDragMaxDistanceSqr[i] = ImMax(g.IO.MouseDragMaxDistanceSqr[i], ImLengthSqr(g.IO.MousePos - g.IO.MouseClickedPos[i]));
}
}
memcpy(g.IO.KeysDownDurationPrev, g.IO.KeysDownDuration, sizeof(g.IO.KeysDownDuration));
for (int i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++)
g.IO.KeysDownDuration[i] = g.IO.KeysDown[i] ? (g.IO.KeysDownDuration[i] < 0.0f ? 0.0f : g.IO.KeysDownDuration[i] + g.IO.DeltaTime) : -1.0f;
// Calculate frame-rate for the user, as a purely luxurious feature
g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];
@ -2200,16 +2213,6 @@ void ImGui::NewFrame()
g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
g.IO.Framerate = 1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame));
// Clear reference to active widget if the widget isn't alive anymore
g.HoveredIdPreviousFrame = g.HoveredId;
g.HoveredId = 0;
g.HoveredIdAllowOverlap = false;
if (!g.ActiveIdIsAlive && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0)
ClearActiveID();
g.ActiveIdPreviousFrame = g.ActiveId;
g.ActiveIdIsAlive = false;
g.ActiveIdIsJustActivated = false;
// Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering). Only valid for root windows.
if (g.MovedWindowMoveId && g.MovedWindowMoveId == g.ActiveId)
{

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