Internals: Renamed ImGuiWindow::Accessed to WriteAccessed.

docking
omar 7 years ago
parent 0e4f1df1a4
commit 6f7b1bf2e1

@ -1799,7 +1799,7 @@ ImGuiWindow::ImGuiWindow(const char* name)
ScrollbarX = ScrollbarY = false; ScrollbarX = ScrollbarY = false;
ScrollbarSizes = ImVec2(0.0f, 0.0f); ScrollbarSizes = ImVec2(0.0f, 0.0f);
Active = WasActive = false; Active = WasActive = false;
Accessed = false; WriteAccessed = false;
Collapsed = false; Collapsed = false;
SkipItems = false; SkipItems = false;
Appearing = false; Appearing = false;
@ -2410,7 +2410,7 @@ void ImGui::NewFrame()
ImGuiWindow* window = g.Windows[i]; ImGuiWindow* window = g.Windows[i];
window->WasActive = window->Active; window->WasActive = window->Active;
window->Active = false; window->Active = false;
window->Accessed = false; window->WriteAccessed = false;
} }
// Closing the focused window restore focus to the first active root window in descending z-order // Closing the focused window restore focus to the first active root window in descending z-order
@ -2748,7 +2748,7 @@ void ImGui::EndFrame()
// Hide implicit "Debug" window if it hasn't been used // Hide implicit "Debug" window if it hasn't been used
IM_ASSERT(g.CurrentWindowStack.Size == 1); // Mismatched Begin()/End() calls IM_ASSERT(g.CurrentWindowStack.Size == 1); // Mismatched Begin()/End() calls
if (g.CurrentWindow && !g.CurrentWindow->Accessed) if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)
g.CurrentWindow->Active = false; g.CurrentWindow->Active = false;
ImGui::End(); ImGui::End();
@ -4609,7 +4609,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused) // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)
if (first_begin_of_the_frame) if (first_begin_of_the_frame)
window->Accessed = false; window->WriteAccessed = false;
window->BeginCount++; window->BeginCount++;
g.SetNextWindowSizeConstraint = false; g.SetNextWindowSizeConstraint = false;
@ -10867,7 +10867,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
if (ImGui::IsItemHovered()) if (ImGui::IsItemHovered())
GImGui->OverlayDrawList.AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255,255,0,255)); GImGui->OverlayDrawList.AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255,255,0,255));
ImGui::BulletText("Scroll: (%.2f,%.2f)", window->Scroll.x, window->Scroll.y); ImGui::BulletText("Scroll: (%.2f,%.2f)", window->Scroll.x, window->Scroll.y);
ImGui::BulletText("Active: %d, Accessed: %d", window->Active, window->Accessed); ImGui::BulletText("Active: %d, WriteAccessed: %d", window->Active, window->WriteAccessed);
if (window->RootWindow != window) NodeWindow(window->RootWindow, "RootWindow"); if (window->RootWindow != window) NodeWindow(window->RootWindow, "RootWindow");
if (window->DC.ChildWindows.Size > 0) NodeWindows(window->DC.ChildWindows, "ChildWindows"); if (window->DC.ChildWindows.Size > 0) NodeWindows(window->DC.ChildWindows, "ChildWindows");
ImGui::BulletText("Storage: %d bytes", window->StateStorage.Data.Size * (int)sizeof(ImGuiStorage::Pair)); ImGui::BulletText("Storage: %d bytes", window->StateStorage.Data.Size * (int)sizeof(ImGuiStorage::Pair));

@ -698,7 +698,7 @@ struct IMGUI_API ImGuiWindow
ImVec2 ScrollbarSizes; ImVec2 ScrollbarSizes;
bool Active; // Set to true on Begin() bool Active; // Set to true on Begin()
bool WasActive; bool WasActive;
bool Accessed; // Set to true when any widget access the current window bool WriteAccessed; // Set to true when any widget access the current window
bool Collapsed; // Set when collapsing window to become only title-bar bool Collapsed; // Set when collapsing window to become only title-bar
bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed) 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 Appearing; // Set during the frame where the window is appearing (or re-appearing)
@ -778,7 +778,7 @@ namespace ImGui
// - ImGui::NewFrame() has never been called, which is illegal. // - ImGui::NewFrame() has never been called, which is illegal.
// - You are calling ImGui functions after ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal. // - You are calling ImGui functions after ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal.
inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; } inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; }
inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->Accessed = true; return g.CurrentWindow; } inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; }
IMGUI_API ImGuiWindow* GetParentWindow(); IMGUI_API ImGuiWindow* GetParentWindow();
IMGUI_API ImGuiWindow* FindWindowByName(const char* name); IMGUI_API ImGuiWindow* FindWindowByName(const char* name);
IMGUI_API void FocusWindow(ImGuiWindow* window); IMGUI_API void FocusWindow(ImGuiWindow* window);

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