Renamed Window LastFrameDrawn to LastFrameActive, more correct
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parent
465e6839a4
commit
7a61b7dd57
24
imgui.cpp
24
imgui.cpp
@ -1527,7 +1527,7 @@ ImGuiWindow::ImGuiWindow(const char* name)
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SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiSetCond_Always | ImGuiSetCond_Once | ImGuiSetCond_FirstUseEver | ImGuiSetCond_Appearing;
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SetWindowPosCenterWanted = false;
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LastFrameDrawn = -1;
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LastFrameActive = -1;
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ItemWidthDefault = 0.0f;
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FontWindowScale = 1.0f;
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@ -3498,7 +3498,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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}
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const int current_frame = ImGui::GetFrameCount();
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const bool first_begin_of_the_frame = (window->LastFrameDrawn != current_frame);
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const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);
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if (first_begin_of_the_frame)
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window->Flags = (ImGuiWindowFlags)flags;
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else
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@ -3511,12 +3511,12 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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CheckStacksSize(window, true);
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IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
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bool window_was_visible = (window->LastFrameDrawn == current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
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bool window_was_active = (window->LastFrameActive == current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
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if (flags & ImGuiWindowFlags_Popup)
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{
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ImGuiPopupRef& popup_ref = g.OpenedPopupStack[g.CurrentPopupStack.Size];
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window_was_visible &= (window->PopupID == popup_ref.PopupID);
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window_was_visible &= (window == popup_ref.Window);
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window_was_active &= (window->PopupID == popup_ref.PopupID);
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window_was_active &= (window == popup_ref.Window);
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popup_ref.Window = window;
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g.CurrentPopupStack.push_back(popup_ref);
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window->PopupID = popup_ref.PopupID;
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@ -3527,7 +3527,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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if (g.SetNextWindowPosCond)
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{
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const ImVec2 backup_cursor_pos = window->DC.CursorPos; // FIXME: not sure of the exact reason of this anymore :( need to look into that.
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if (!window_was_visible) window->SetWindowPosAllowFlags |= ImGuiSetCond_Appearing;
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if (!window_was_active) window->SetWindowPosAllowFlags |= ImGuiSetCond_Appearing;
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window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.SetNextWindowPosCond) != 0;
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if (window_pos_set_by_api && ImLengthSqr(g.SetNextWindowPosVal - ImVec2(-FLT_MAX,-FLT_MAX)) < 0.001f)
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{
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@ -3543,7 +3543,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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}
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if (g.SetNextWindowSizeCond)
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{
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if (!window_was_visible) window->SetWindowSizeAllowFlags |= ImGuiSetCond_Appearing;
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if (!window_was_active) window->SetWindowSizeAllowFlags |= ImGuiSetCond_Appearing;
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window_size_set_by_api = (window->SetWindowSizeAllowFlags & g.SetNextWindowSizeCond) != 0;
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ImGui::SetWindowSize(g.SetNextWindowSizeVal, g.SetNextWindowSizeCond);
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g.SetNextWindowSizeCond = 0;
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@ -3559,7 +3559,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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}
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if (g.SetNextWindowCollapsedCond)
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{
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if (!window_was_visible) window->SetWindowCollapsedAllowFlags |= ImGuiSetCond_Appearing;
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if (!window_was_active) window->SetWindowCollapsedAllowFlags |= ImGuiSetCond_Appearing;
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ImGui::SetWindowCollapsed(g.SetNextWindowCollapsedVal, g.SetNextWindowCollapsedCond);
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g.SetNextWindowCollapsedCond = 0;
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}
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@ -3591,7 +3591,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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window->BeginCount = 0;
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window->DrawList->Clear();
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window->ClipRect = ImVec4(-FLT_MAX,-FLT_MAX,+FLT_MAX,+FLT_MAX);
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window->LastFrameDrawn = current_frame;
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window->LastFrameActive = current_frame;
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window->IDStack.resize(1);
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// Setup texture, outer clipping rectangle
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@ -3602,7 +3602,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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PushClipRect(GetVisibleRect());
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// New windows appears in front
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if (!window_was_visible)
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if (!window_was_active)
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{
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window->AutoPosLastDirection = -1;
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@ -3644,7 +3644,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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window->SizeContents.y = (window->SizeContentsExplicit.y != 0.0f) ? window->SizeContentsExplicit.y : ((window_is_new ? 0.0f : window->DC.CursorMaxPos.y - window->Pos.y) + window->Scroll.y);
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// Hide popup/tooltip window when first appearing while we measure size (because we recycle them)
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if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0 && !window_was_visible)
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if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0 && !window_was_active)
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{
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window->HiddenFrames = 1;
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if (flags & ImGuiWindowFlags_AlwaysAutoResize)
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@ -3964,7 +3964,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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window->DC.TreeDepth = 0;
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window->DC.StateStorage = &window->StateStorage;
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window->DC.GroupStack.resize(0);
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window->MenuColumns.Update(3, style.ItemSpacing.x, !window_was_visible);
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window->MenuColumns.Update(3, style.ItemSpacing.x, !window_was_active);
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if (window->AutoFitFramesX > 0)
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window->AutoFitFramesX--;
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@ -599,7 +599,7 @@ struct IMGUI_API ImGuiWindow
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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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ImRect ClipRect; // = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2.
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ImRect ClippedWindowRect; // = ClipRect just after setup in Begin()
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int LastFrameDrawn;
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int LastFrameActive;
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float ItemWidthDefault;
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ImGuiSimpleColumns MenuColumns; // Simplified columns storage for menu items
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ImGuiStorage StateStorage;
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