mirror of https://github.com/ocornut/imgui
Internals: Renamed GetFrontMostPopupModal() to GetTopMostPopupModal() to be consistent. Renamed other locals to follow that terminology.
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parent
dd41df3e98
commit
f563e1a504
36
imgui.cpp
36
imgui.cpp
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@ -3298,7 +3298,7 @@ void ImGui::UpdateMouseMovingWindowEndFrame()
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if (!g.HoveredRootWindow->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
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g.MovingWindow = NULL;
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}
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else if (g.NavWindow != NULL && GetFrontMostPopupModal() == NULL)
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else if (g.NavWindow != NULL && GetTopMostPopupModal() == NULL)
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{
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// Clicking on void disable focus
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FocusWindow(NULL);
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@ -3310,9 +3310,9 @@ void ImGui::UpdateMouseMovingWindowEndFrame()
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// (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger)
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if (g.IO.MouseClicked[1])
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{
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// Find the top-most window between HoveredWindow and the front most Modal Window.
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// Find the top-most window between HoveredWindow and the top-most Modal Window.
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// This is where we can trim the popup stack.
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ImGuiWindow* modal = GetFrontMostPopupModal();
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ImGuiWindow* modal = GetTopMostPopupModal();
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bool hovered_window_above_modal = false;
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if (modal == NULL)
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hovered_window_above_modal = true;
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@ -3458,7 +3458,7 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags()
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FindHoveredWindow();
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// Modal windows prevents cursor from hovering behind them.
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ImGuiWindow* modal_window = GetFrontMostPopupModal();
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ImGuiWindow* modal_window = GetTopMostPopupModal();
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if (modal_window)
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if (g.HoveredRootWindow && !IsWindowChildOf(g.HoveredRootWindow, modal_window))
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g.HoveredRootWindow = g.HoveredWindow = NULL;
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@ -3654,7 +3654,7 @@ void ImGui::NewFrame()
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UpdateMouseMovingWindowNewFrame();
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// Background darkening/whitening
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if (GetFrontMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f))
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if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f))
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g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f);
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else
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g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f);
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@ -4062,18 +4062,18 @@ void ImGui::Render()
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if (!g.BackgroundDrawList.VtxBuffer.empty())
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AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.BackgroundDrawList);
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ImGuiWindow* windows_to_render_front_most[2];
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windows_to_render_front_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL;
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windows_to_render_front_most[1] = g.NavWindowingTarget ? g.NavWindowingList : NULL;
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ImGuiWindow* windows_to_render_top_most[2];
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windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL;
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windows_to_render_top_most[1] = g.NavWindowingTarget ? g.NavWindowingList : NULL;
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for (int n = 0; n != g.Windows.Size; n++)
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{
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ImGuiWindow* window = g.Windows[n];
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if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_front_most[0] && window != windows_to_render_front_most[1])
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if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1])
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AddRootWindowToDrawData(window);
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}
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for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_front_most); n++)
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if (windows_to_render_front_most[n] && IsWindowActiveAndVisible(windows_to_render_front_most[n])) // NavWindowingTarget is always temporarily displayed as the front-most window
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AddRootWindowToDrawData(windows_to_render_front_most[n]);
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for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++)
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if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window
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AddRootWindowToDrawData(windows_to_render_top_most[n]);
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g.DrawDataBuilder.FlattenIntoSingleLayer();
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// Draw software mouse cursor if requested
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@ -5648,7 +5648,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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PushClipRect(host_rect.Min, host_rect.Max, false);
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// Draw modal window background (darkens what is behind them, all viewports)
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const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetFrontMostPopupModal() && window->HiddenFramesCannotSkipItems <= 0;
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const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetTopMostPopupModal() && window->HiddenFramesCannotSkipItems <= 0;
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const bool dim_bg_for_window_list = g.NavWindowingTargetAnim && (window == g.NavWindowingTargetAnim->RootWindow);
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if (dim_bg_for_modal || dim_bg_for_window_list)
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{
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@ -5893,7 +5893,7 @@ void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
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ImGuiContext& g = *GImGui;
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if (g.WindowsFocusOrder.back() == window)
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return;
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for (int i = g.WindowsFocusOrder.Size - 2; i >= 0; i--) // We can ignore the front most window
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for (int i = g.WindowsFocusOrder.Size - 2; i >= 0; i--) // We can ignore the top-most window
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if (g.WindowsFocusOrder[i] == window)
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{
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memmove(&g.WindowsFocusOrder[i], &g.WindowsFocusOrder[i + 1], (size_t)(g.WindowsFocusOrder.Size - i - 1) * sizeof(ImGuiWindow*));
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@ -5908,7 +5908,7 @@ void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
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ImGuiWindow* current_front_window = g.Windows.back();
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if (current_front_window == window || current_front_window->RootWindow == window)
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return;
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for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the front most window
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for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window
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if (g.Windows[i] == window)
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{
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memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*));
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@ -7178,7 +7178,7 @@ bool ImGui::IsPopupOpen(const char* str_id)
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return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == g.CurrentWindow->GetID(str_id);
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}
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ImGuiWindow* ImGui::GetFrontMostPopupModal()
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ImGuiWindow* ImGui::GetTopMostPopupModal()
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{
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ImGuiContext& g = *GImGui;
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for (int n = g.OpenPopupStack.Size-1; n >= 0; n--)
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@ -8435,7 +8435,7 @@ static void ImGui::NavUpdateWindowing()
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ImGuiWindow* apply_focus_window = NULL;
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bool apply_toggle_layer = false;
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ImGuiWindow* modal_window = GetFrontMostPopupModal();
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ImGuiWindow* modal_window = GetTopMostPopupModal();
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if (modal_window != NULL)
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{
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g.NavWindowingTarget = NULL;
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@ -8477,7 +8477,7 @@ static void ImGui::NavUpdateWindowing()
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g.NavWindowingHighlightAlpha = 1.0f;
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}
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// Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered front-most)
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// Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most)
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if (!IsNavInputDown(ImGuiNavInput_Menu))
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{
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g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore.
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6
imgui.h
6
imgui.h
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@ -275,17 +275,17 @@ namespace ImGui
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IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints.
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IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin()
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IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
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IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin()
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IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin()
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IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily modify ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
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IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
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IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
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IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
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IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / front-most. prefer using SetNextWindowFocus().
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IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
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IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows
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IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
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IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis.
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IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
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IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus.
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IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus.
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// Content region
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// - Those functions are bound to be redesigned soon (they are confusing, incomplete and return values in local window coordinates which increases confusion)
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@ -919,7 +919,7 @@ struct ImGuiContext
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ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.
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ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
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int NavScoringCount; // Metrics for debugging
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ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed front-most.
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ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed top-most.
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ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f
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ImGuiWindow* NavWindowingList;
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float NavWindowingTimer;
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@ -1520,7 +1520,7 @@ namespace ImGui
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IMGUI_API bool IsPopupOpen(ImGuiID id); // Test for id within current popup stack level (currently begin-ed into); this doesn't scan the whole popup stack!
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IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags);
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IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip = true);
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IMGUI_API ImGuiWindow* GetFrontMostPopupModal();
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IMGUI_API ImGuiWindow* GetTopMostPopupModal();
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IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window);
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IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy = ImGuiPopupPositionPolicy_Default);
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