Internals: Begin: update ->Hidden flags only on first begin of the frame. (ignore whitespace to see simple diff)
# Conflicts: # imgui.cpp
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imgui.cpp
79
imgui.cpp
@ -5602,6 +5602,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
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ImGuiWindowFlags flags = window->Flags;
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// Ensure that ScrollBar doesn't read last frame's SkipItems
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IM_ASSERT(window->BeginCount == 0);
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window->SkipItems = false;
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// Draw window + handle manual resize
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@ -6626,49 +6627,53 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->BeginCount++;
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g.NextWindowData.ClearFlags();
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// When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems.
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// This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents.
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// This is analogous to regular windows being hidden from one frame.
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// It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed.
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if (window->DockIsActive && !window->DockTabIsVisible)
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// Update visibility
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if (first_begin_of_the_frame)
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{
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if (window->LastFrameJustFocused == g.FrameCount)
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window->HiddenFramesCannotSkipItems = 1;
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else
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window->HiddenFramesCanSkipItems = 1;
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}
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if (flags & ImGuiWindowFlags_ChildWindow)
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{
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// Child window can be out of sight and have "negative" clip windows.
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// Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
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IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0 || (window->DockIsActive));
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if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
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if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
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// When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems.
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// This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents.
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// This is analogous to regular windows being hidden from one frame.
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// It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed.
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if (window->DockIsActive && !window->DockTabIsVisible)
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{
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if (window->LastFrameJustFocused == g.FrameCount)
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window->HiddenFramesCannotSkipItems = 1;
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else
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window->HiddenFramesCanSkipItems = 1;
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}
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// Hide along with parent or if parent is collapsed
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if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0))
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if (flags & ImGuiWindowFlags_ChildWindow)
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{
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// Child window can be out of sight and have "negative" clip windows.
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// Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
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IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0 || (window->DockIsActive));
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if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
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if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
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window->HiddenFramesCanSkipItems = 1;
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// Hide along with parent or if parent is collapsed
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if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0))
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window->HiddenFramesCanSkipItems = 1;
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if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0))
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window->HiddenFramesCannotSkipItems = 1;
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}
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// Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point)
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if (style.Alpha <= 0.0f)
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window->HiddenFramesCanSkipItems = 1;
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if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0))
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window->HiddenFramesCannotSkipItems = 1;
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// Update the Hidden flag
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window->Hidden = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0);
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// Update the SkipItems flag, used to early out of all items functions (no layout required)
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bool skip_items = false;
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if (window->Collapsed || !window->Active || window->Hidden)
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if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0)
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skip_items = true;
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window->SkipItems = skip_items;
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}
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// Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point)
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if (style.Alpha <= 0.0f)
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window->HiddenFramesCanSkipItems = 1;
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// Update the Hidden flag
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window->Hidden = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0);
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// Update the SkipItems flag, used to early out of all items functions (no layout required)
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bool skip_items = false;
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if (window->Collapsed || !window->Active || window->Hidden)
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if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0)
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skip_items = true;
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window->SkipItems = skip_items;
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return !skip_items;
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return !window->SkipItems;
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}
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void ImGui::End()
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