mirror of https://github.com/ocornut/imgui
Added IsRootWindowFocused(), IsRootWindowOrAnyChildFocused(). Renamed GetWindowIsFocused() to IsWindowFocused()
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29
imgui.cpp
29
imgui.cpp
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@ -129,8 +129,9 @@
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Occasionally introducing changes that are breaking the API. The breakage are generally minor and easy to fix.
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Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
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- 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function.
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- 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth
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- 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond), kept inline redirection function.
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- 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function.
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- 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once.
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- 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now.
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- 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior
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@ -1138,12 +1139,12 @@ struct ImGuiWindow
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bool SkipItems; // == Visible && !Collapsed
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int AutoFitFrames;
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bool AutoFitOnlyGrows;
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int SetWindowPosAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowPos() call is allowed with this particular flag.
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int SetWindowSizeAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowSize() call is allowed with this particular flag.
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int SetWindowCollapsedAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowCollapsed() call is allowed with this particular flag.
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int SetWindowPosAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowPos() call will succeed with this particular flag.
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int SetWindowSizeAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowSize() call will succeed with this particular flag.
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int SetWindowCollapsedAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowCollapsed() call will succeed with this particular flag.
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ImGuiDrawContext DC;
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ImVector<ImGuiID> IDStack;
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ImGuiDrawContext DC; // Temporary per-window data, reset at the beginning of the frame
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ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack
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ImVector<ImVec4> ClipRectStack; // Scissoring / clipping rectangle. x1, y1, x2, y2.
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ImGuiAabb ClippedAabb; // = ClipRectStack.front() after setup in Begin()
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int LastFrameDrawn;
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@ -3481,13 +3482,27 @@ const char* ImGui::GetStyleColName(ImGuiCol idx)
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return "Unknown";
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}
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bool ImGui::GetWindowIsFocused()
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bool ImGui::IsWindowFocused()
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{
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ImGuiState& g = *GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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return g.FocusedWindow == window;
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}
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bool ImGui::IsRootWindowFocused()
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{
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ImGuiState& g = *GImGui;
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ImGuiWindow* root_window = GetCurrentWindow()->RootWindow;
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return g.FocusedWindow == root_window;
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}
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bool ImGui::IsRootWindowOrAnyChildFocused()
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{
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ImGuiState& g = *GImGui;
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ImGuiWindow* root_window = GetCurrentWindow()->RootWindow;
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return g.FocusedWindow->RootWindow == root_window;
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}
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float ImGui::GetWindowWidth()
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{
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ImGuiWindow* window = GetCurrentWindow();
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5
imgui.h
5
imgui.h
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@ -166,7 +166,6 @@ namespace ImGui
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IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). on each axis.
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IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // "
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IMGUI_API void EndChild();
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IMGUI_API bool GetWindowIsFocused();
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IMGUI_API ImVec2 GetContentRegionMax(); // window or current column boundaries, in windows coordinates
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IMGUI_API ImVec2 GetWindowContentRegionMin(); // window boundaries, in windows coordinates
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IMGUI_API ImVec2 GetWindowContentRegionMax();
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@ -346,6 +345,9 @@ namespace ImGui
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IMGUI_API bool IsItemHovered(); // was the last item hovered by mouse?
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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)
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IMGUI_API bool IsAnyItemActive(); //
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IMGUI_API bool IsWindowFocused(); // is current window focused (differentiate child windows from each others)
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IMGUI_API bool IsRootWindowFocused(); // is current root window focused
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IMGUI_API bool IsRootWindowOrAnyChildFocused(); // is current root window or any of its child (including current window) focused
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IMGUI_API ImVec2 GetItemBoxMin(); // get bounding box of last item
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IMGUI_API ImVec2 GetItemBoxMax(); // get bounding box of last item
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IMGUI_API bool IsClipped(const ImVec2& item_size); // to perform coarse clipping on user's side (as an optimization)
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@ -379,6 +381,7 @@ namespace ImGui
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// Obsolete (will be removed)
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IMGUI_API void GetDefaultFontData(const void** fnt_data, unsigned int* fnt_size, const void** png_data, unsigned int* png_size);
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static inline void OpenNextNode(bool open) { ImGui::SetNextTreeNodeOpened(open, 0); }
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static inline bool GetWindowIsFocused() { return ImGui::IsWindowFocused(); }
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} // namespace ImGui
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