Merge various minor things (supposedly harmless) from Navigation branch into Master to reduce differences. (#787)

docking
omar 8 years ago
parent 0ba3cadb88
commit ee42fae468

@ -1803,9 +1803,9 @@ ImGuiWindow::ImGuiWindow(const char* name)
DrawList = (ImDrawList*)ImGui::MemAlloc(sizeof(ImDrawList)); DrawList = (ImDrawList*)ImGui::MemAlloc(sizeof(ImDrawList));
IM_PLACEMENT_NEW(DrawList) ImDrawList(); IM_PLACEMENT_NEW(DrawList) ImDrawList();
DrawList->_OwnerName = Name; DrawList->_OwnerName = Name;
ParentWindow = NULL;
RootWindow = NULL; RootWindow = NULL;
RootNonPopupWindow = NULL; RootNonPopupWindow = NULL;
ParentWindow = NULL;
FocusIdxAllCounter = FocusIdxTabCounter = -1; FocusIdxAllCounter = FocusIdxTabCounter = -1;
FocusIdxAllRequestCurrent = FocusIdxTabRequestCurrent = INT_MAX; FocusIdxAllRequestCurrent = FocusIdxTabRequestCurrent = INT_MAX;
@ -1925,7 +1925,8 @@ void ImGui::ItemSize(const ImRect& bb, float text_offset_y)
// declares their minimum size requirement to ItemSize() and then use a larger region for drawing/interaction, which is passed to ItemAdd(). // declares their minimum size requirement to ItemSize() and then use a larger region for drawing/interaction, which is passed to ItemAdd().
bool ImGui::ItemAdd(const ImRect& bb, const ImGuiID* id) bool ImGui::ItemAdd(const ImRect& bb, const ImGuiID* id)
{ {
ImGuiWindow* window = GetCurrentWindow(); ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
window->DC.LastItemId = id ? *id : 0; window->DC.LastItemId = id ? *id : 0;
window->DC.LastItemRect = bb; window->DC.LastItemRect = bb;
window->DC.LastItemHoveredAndUsable = window->DC.LastItemHoveredRect = false; window->DC.LastItemHoveredAndUsable = window->DC.LastItemHoveredRect = false;
@ -1933,7 +1934,6 @@ bool ImGui::ItemAdd(const ImRect& bb, const ImGuiID* id)
return false; return false;
// This is a sensible default, but widgets are free to override it after calling ItemAdd() // This is a sensible default, but widgets are free to override it after calling ItemAdd()
ImGuiContext& g = *GImGui;
if (IsMouseHoveringRect(bb.Min, bb.Max)) if (IsMouseHoveringRect(bb.Min, bb.Max))
{ {
// Matching the behavior of IsHovered() but allow if ActiveId==window->MoveID (we clicked on the window background) // Matching the behavior of IsHovered() but allow if ActiveId==window->MoveID (we clicked on the window background)
@ -2210,7 +2210,7 @@ void ImGui::NewFrame()
g.ActiveIdIsAlive = false; g.ActiveIdIsAlive = false;
g.ActiveIdIsJustActivated = false; g.ActiveIdIsJustActivated = false;
// Handle user moving window (at the beginning of the frame to avoid input lag or sheering). Only valid for root windows. // 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) if (g.MovedWindowMoveId && g.MovedWindowMoveId == g.ActiveId)
{ {
KeepAliveID(g.MovedWindowMoveId); KeepAliveID(g.MovedWindowMoveId);
@ -2221,7 +2221,7 @@ void ImGui::NewFrame()
if (!(g.MovedWindow->Flags & ImGuiWindowFlags_NoMove)) if (!(g.MovedWindow->Flags & ImGuiWindowFlags_NoMove))
{ {
g.MovedWindow->PosFloat += g.IO.MouseDelta; g.MovedWindow->PosFloat += g.IO.MouseDelta;
if (!(g.MovedWindow->Flags & ImGuiWindowFlags_NoSavedSettings) && (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f)) if (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f)
MarkIniSettingsDirty(g.MovedWindow); MarkIniSettingsDirty(g.MovedWindow);
} }
FocusWindow(g.MovedWindow); FocusWindow(g.MovedWindow);
@ -3705,7 +3705,6 @@ void ImGui::EndChild()
sz.x = ImMax(4.0f, sz.x); sz.x = ImMax(4.0f, sz.x);
if (window->AutoFitChildAxises & 0x02) if (window->AutoFitChildAxises & 0x02)
sz.y = ImMax(4.0f, sz.y); sz.y = ImMax(4.0f, sz.y);
ImGui::End(); ImGui::End();
ImGuiWindow* parent_window = GetCurrentWindow(); ImGuiWindow* parent_window = GetCurrentWindow();
@ -4159,10 +4158,11 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
// Position tooltip (always follows mouse) // Position tooltip (always follows mouse)
if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api) if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api)
{ {
ImRect rect_to_avoid(g.IO.MousePos.x - 16, g.IO.MousePos.y - 8, g.IO.MousePos.x + 24, g.IO.MousePos.y + 24); // FIXME: Completely hard-coded. Perhaps center on cursor hit-point instead? ImVec2 ref_pos = g.IO.MousePos;
window->PosFloat = FindBestPopupWindowPos(g.IO.MousePos, window->Size, &window->AutoPosLastDirection, rect_to_avoid); ImRect rect_to_avoid(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24, ref_pos.y + 24); // FIXME: Completely hard-coded. Perhaps center on cursor hit-point instead?
window->PosFloat = FindBestPopupWindowPos(ref_pos, window->Size, &window->AutoPosLastDirection, rect_to_avoid);
if (window->AutoPosLastDirection == -1) if (window->AutoPosLastDirection == -1)
window->PosFloat = g.IO.MousePos + ImVec2(2,2); // If there's not enough room, for tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible. window->PosFloat = ref_pos + ImVec2(2,2); // If there's not enough room, for tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
} }
// Clamp position so it stays visible // Clamp position so it stays visible
@ -4217,7 +4217,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
const float window_rounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildWindowRounding : style.WindowRounding; const float window_rounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildWindowRounding : style.WindowRounding;
if (window->Collapsed) if (window->Collapsed)
{ {
// Draw title bar only // Title bar only
RenderFrame(title_bar_rect.GetTL(), title_bar_rect.GetBR(), GetColorU32(ImGuiCol_TitleBgCollapsed), true, window_rounding); RenderFrame(title_bar_rect.GetTL(), title_bar_rect.GetBR(), GetColorU32(ImGuiCol_TitleBgCollapsed), true, window_rounding);
} }
else else

@ -412,11 +412,11 @@ namespace ImGui
IMGUI_API void PopClipRect(); IMGUI_API void PopClipRect();
// Utilities // Utilities
IMGUI_API bool IsItemHovered(); // was the last item hovered by mouse? IMGUI_API bool IsItemHovered(); // is the last item hovered by mouse (and usable)?
IMGUI_API bool IsItemRectHovered(); // was the last item hovered by mouse? even if another item is active or window is blocked by popup while we are hovering this IMGUI_API bool IsItemRectHovered(); // is the last item hovered by mouse? even if another item is active or window is blocked by popup while we are hovering this
IMGUI_API bool IsItemActive(); // was the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false) IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false)
IMGUI_API bool IsItemClicked(int mouse_button = 0); // was the last item clicked? (e.g. button/node just clicked on) IMGUI_API bool IsItemClicked(int mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on)
IMGUI_API bool IsItemVisible(); // was the last item visible? (aka not out of sight due to clipping/scrolling.) IMGUI_API bool IsItemVisible(); // is the last item visible? (aka not out of sight due to clipping/scrolling.)
IMGUI_API bool IsAnyItemHovered(); IMGUI_API bool IsAnyItemHovered();
IMGUI_API bool IsAnyItemActive(); IMGUI_API bool IsAnyItemActive();
IMGUI_API ImVec2 GetItemRectMin(); // get bounding rect of last item in screen space IMGUI_API ImVec2 GetItemRectMin(); // get bounding rect of last item in screen space
@ -425,7 +425,7 @@ namespace ImGui
IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area. IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.
IMGUI_API bool IsWindowFocused(); // is current window focused IMGUI_API bool IsWindowFocused(); // is current window focused
IMGUI_API bool IsWindowHovered(); // is current window hovered and hoverable (not blocked by a popup) (differentiate child windows from each others) IMGUI_API bool IsWindowHovered(); // is current window hovered and hoverable (not blocked by a popup) (differentiate child windows from each others)
IMGUI_API bool IsWindowRectHovered(); // is current window rectnagle hovered, disregarding of any consideration of being blocked by a popup. (unlike IsWindowHovered() this will return true even if the window is blocked because of a popup) IMGUI_API bool IsWindowRectHovered(); // is current window rectangle hovered, disregarding of any consideration of being blocked by a popup. (unlike IsWindowHovered() this will return true even if the window is blocked because of a popup)
IMGUI_API bool IsRootWindowFocused(); // is current root window focused (root = top-most parent of a child, otherwise self) IMGUI_API bool IsRootWindowFocused(); // is current root window focused (root = top-most parent of a child, otherwise self)
IMGUI_API bool IsRootWindowOrAnyChildFocused(); // is current root window or any of its child (including current window) focused IMGUI_API bool IsRootWindowOrAnyChildFocused(); // is current root window or any of its child (including current window) focused
IMGUI_API bool IsRootWindowOrAnyChildHovered(); // is current root window or any of its child (including current window) hovered and hoverable (not blocked by a popup) IMGUI_API bool IsRootWindowOrAnyChildHovered(); // is current root window or any of its child (including current window) hovered and hoverable (not blocked by a popup)
@ -786,7 +786,7 @@ struct ImGuiIO
float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging
int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array
float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
float KeyRepeatRate; // = 0.020f // When holding a key/button, rate at which it repeats, in seconds. float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
void* UserData; // = NULL // Store your own data for retrieval by callbacks. void* UserData; // = NULL // Store your own data for retrieval by callbacks.
ImFontAtlas* Fonts; // <auto> // Load and assemble one or more fonts into a single tightly packed texture. Output to Fonts array. ImFontAtlas* Fonts; // <auto> // Load and assemble one or more fonts into a single tightly packed texture. Output to Fonts array.

@ -538,7 +538,7 @@ struct ImGuiContext
DragCurrentValue = 0.0f; DragCurrentValue = 0.0f;
DragLastMouseDelta = ImVec2(0.0f, 0.0f); DragLastMouseDelta = ImVec2(0.0f, 0.0f);
DragSpeedDefaultRatio = 1.0f / 100.0f; DragSpeedDefaultRatio = 1.0f / 100.0f;
DragSpeedScaleSlow = 0.01f; DragSpeedScaleSlow = 1.0f / 100.0f;
DragSpeedScaleFast = 10.0f; DragSpeedScaleFast = 10.0f;
ScrollbarClickDeltaToGrabCenter = ImVec2(0.0f, 0.0f); ScrollbarClickDeltaToGrabCenter = ImVec2(0.0f, 0.0f);
TooltipOverrideCount = 0; TooltipOverrideCount = 0;
@ -697,9 +697,10 @@ struct IMGUI_API ImGuiWindow
ImGuiStorage StateStorage; ImGuiStorage StateStorage;
float FontWindowScale; // Scale multiplier per-window float FontWindowScale; // Scale multiplier per-window
ImDrawList* DrawList; ImDrawList* DrawList;
ImGuiWindow* RootWindow; // If we are a child window, this is pointing to the first non-child parent window. Else point to ourself. ImGuiWindow* ParentWindow; // Immediate parent in the window stack *regardless* of whether this window is a child window or not)
ImGuiWindow* RootNonPopupWindow; // If we are a child window, this is pointing to the first non-child non-popup parent window. Else point to ourself. ImGuiWindow* RootWindow; // Generally point to ourself. If we are a child window, this is pointing to the first non-child parent window.
ImGuiWindow* ParentWindow; // If we are a child window, this is pointing to our parent window. Else point to NULL. ImGuiWindow* RootNonPopupWindow; // Generally point to ourself. Used to display TitleBgActive color and for selecting which window to use for NavWindowing
// Navigation / Focus // Navigation / Focus
int FocusIdxAllCounter; // Start at -1 and increase as assigned via FocusItemRegister() int FocusIdxAllCounter; // Start at -1 and increase as assigned via FocusItemRegister()

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