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Added an explicit (internal) ClearActiveID() helper and removed the default NULL window parameter to internal SetActiveID(),

omar 8 lat temu
rodzic
commit
6257b5814a
2 zmienionych plików z 22 dodań i 16 usunięć
  1. 21 16
      imgui.cpp
  2. 1 0
      imgui_internal.h

+ 21 - 16
imgui.cpp

@@ -1858,7 +1858,7 @@ ImGuiWindow* ImGui::GetParentWindow()
     return g.CurrentWindowStack[(unsigned int)g.CurrentWindowStack.Size - 2];
 }
 
-void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window = NULL)
+void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
 {
     ImGuiContext& g = *GImGui;
     g.ActiveId = id;
@@ -1869,6 +1869,11 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window = NULL)
     g.ActiveIdWindow = window;
 }
 
+void ImGui::ClearActiveID()
+{
+    SetActiveID(0, NULL);
+}
+
 void ImGui::SetHoveredID(ImGuiID id)
 {
     ImGuiContext& g = *GImGui;
@@ -2204,7 +2209,7 @@ void ImGui::NewFrame()
     g.HoveredId = 0;
     g.HoveredIdAllowOverlap = false;
     if (!g.ActiveIdIsAlive && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0)
-        SetActiveID(0);
+        ClearActiveID();
     g.ActiveIdPreviousFrame = g.ActiveId;
     g.ActiveIdIsAlive = false;
     g.ActiveIdIsJustActivated = false;
@@ -2227,7 +2232,7 @@ void ImGui::NewFrame()
         }
         else
         {
-            SetActiveID(0);
+            ClearActiveID();
             g.MovedWindow = NULL;
             g.MovedWindowMoveId = 0;
         }
@@ -4214,7 +4219,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
                     ApplySizeFullWithConstraint(window, size_auto_fit);
                     if (!(flags & ImGuiWindowFlags_NoSavedSettings))
                         MarkIniSettingsDirty();
-                    SetActiveID(0);
+                    ClearActiveID();
                 }
                 else if (held)
                 {
@@ -4563,7 +4568,7 @@ void ImGui::FocusWindow(ImGuiWindow* window)
     // Steal focus on active widgets
     if (window->Flags & ImGuiWindowFlags_Popup) // FIXME: This statement should be unnecessary. Need further testing before removing it..
         if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != window)
-            SetActiveID(0);
+            ClearActiveID();
 
     // Bring to front
     if ((window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) || g.Windows.back() == window)
@@ -5536,7 +5541,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
     {
         if (out_hovered) *out_hovered = false;
         if (out_held) *out_held = false;
-        if (g.ActiveId == id) SetActiveID(0);
+        if (g.ActiveId == id) ClearActiveID();
         return false;
     }
 
@@ -5564,14 +5569,14 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
             if (((flags & ImGuiButtonFlags_PressedOnClick) && g.IO.MouseClicked[0]) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[0]))
             {
                 pressed = true;
-                SetActiveID(0);
+                ClearActiveID();
                 FocusWindow(window);
             }
             if ((flags & ImGuiButtonFlags_PressedOnRelease) && g.IO.MouseReleased[0])
             {
                 if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay))  // Repeat mode trumps <on release>
                     pressed = true;
-                SetActiveID(0);
+                ClearActiveID();
             }
 
             // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above). 
@@ -5593,7 +5598,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
             if (hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease))
                 if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay))  // Repeat mode trumps <on release>
                     pressed = true;
-            SetActiveID(0);
+            ClearActiveID();
         }
     }
 
@@ -6558,7 +6563,7 @@ bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v
         }
         else
         {
-            SetActiveID(0);
+            ClearActiveID();
         }
     }
 
@@ -6874,7 +6879,7 @@ bool ImGui::DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_s
         }
         else
         {
-            SetActiveID(0);
+            ClearActiveID();
         }
     }
 
@@ -7777,7 +7782,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
     {
         // Release focus when we click outside
         if (g.ActiveId == id)
-            SetActiveID(0);
+            ClearActiveID();
     }
 
     bool value_changed = false;
@@ -7879,7 +7884,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
             bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0;
             if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl))
             {
-                SetActiveID(0);
+                ClearActiveID();
                 enter_pressed = true;
             }
             else if (is_editable)
@@ -7895,7 +7900,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
             if (InputTextFilterCharacter(&c, flags, callback, user_data))
                 edit_state.OnKeyPressed((int)c);
         }
-        else if (IsKeyPressedMap(ImGuiKey_Escape))                                     { SetActiveID(0); cancel_edit = true; }
+        else if (IsKeyPressedMap(ImGuiKey_Escape))                                     { ClearActiveID(); cancel_edit = true; }
         else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_Z) && is_editable)   { edit_state.OnKeyPressed(STB_TEXTEDIT_K_UNDO); edit_state.ClearSelection(); }
         else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_Y) && is_editable)   { edit_state.OnKeyPressed(STB_TEXTEDIT_K_REDO); edit_state.ClearSelection(); }
         else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_A))                  { edit_state.SelectAll(); edit_state.CursorFollow = true; }
@@ -8490,7 +8495,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
         SetHoveredID(id);
         if (g.IO.MouseClicked[0])
         {
-            SetActiveID(0);
+            ClearActiveID();
             if (IsPopupOpen(id))
             {
                 ClosePopup(id);
@@ -8539,7 +8544,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
                     item_text = "*Unknown item*";
                 if (Selectable(item_text, item_selected))
                 {
-                    SetActiveID(0);
+                    ClearActiveID();
                     value_changed = true;
                     *current_item = i;
                 }

+ 1 - 0
imgui_internal.h

@@ -710,6 +710,7 @@ namespace ImGui
     IMGUI_API void          EndFrame();                 // Ends the ImGui frame. Automatically called by Render()! you most likely don't need to ever call that yourself directly. If you don't need to render you can call EndFrame() but you'll have wasted CPU already. If you don't need to render, don't create any windows instead!
 
     IMGUI_API void          SetActiveID(ImGuiID id, ImGuiWindow* window);
+	IMGUI_API void          ClearActiveID();
     IMGUI_API void          SetHoveredID(ImGuiID id);
     IMGUI_API void          KeepAliveID(ImGuiID id);