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Internals: Various renaming. e.g. NewFrameUpdateHoveredWindowAndCaptureFlags() to UpdateHoveredWindowAndCaptureFlags() + exposed UpdateMovingWindow() in imgui_internal.h.

omar 7 lat temu
rodzic
commit
79153cf19f
2 zmienionych plików z 9 dodań i 9 usunięć
  1. 6 7
      imgui.cpp
  2. 3 2
      imgui_internal.h

+ 6 - 7
imgui.cpp

@@ -441,7 +441,7 @@
     Note: The 'io.WantCaptureMouse' is more accurate that any attempt to "check if the mouse is hovering a window" (don't do that!).
      It handle mouse dragging correctly (both dragging that started over your application or over an imgui window) and handle e.g. modal windows blocking inputs.
      Those flags are updated by ImGui::NewFrame(). Preferably read the flags after calling NewFrame() if you can afford it, but reading them before is also
-     perfectly fine, as the bool toggle fairly rarely. If you have on a touch device, you might find use for an early call to NewFrameUpdateHoveredWindowAndCaptureFlags().
+     perfectly fine, as the bool toggle fairly rarely. If you have on a touch device, you might find use for an early call to UpdateHoveredWindowAndCaptureFlags().
     Note: Text input widget releases focus on "Return KeyDown", so the subsequent "Return KeyUp" event that your application receive will typically
      have 'io.WantCaptureKeyboard=false'. Depending on your application logic it may or not be inconvenient. You might want to track which key-downs
      were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.)
@@ -855,7 +855,6 @@ static void             NavUpdate();
 static void             NavUpdateWindowing();
 static void             NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id);
 
-static void             UpdateMovingWindow();
 static void             UpdateMouseInputs();
 static void             UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]);
 static void             FocusFrontMostActiveWindow(ImGuiWindow* ignore_window);
@@ -2070,7 +2069,7 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name)
     CollapseToggleWanted = false;
     SkipItems = false;
     Appearing = false;
-    CloseButton = false;
+    HasCloseButton = false;
     BeginOrderWithinParent = -1;
     BeginOrderWithinContext = -1;
     BeginCount = 0;
@@ -3503,7 +3502,7 @@ static void ImGui::NavUpdate()
 #endif
 }
 
-static void ImGui::UpdateMovingWindow()
+void ImGui::UpdateMovingWindow()
 {
     ImGuiContext& g = *GImGui;
     if (g.MovingWindow != NULL)
@@ -3592,7 +3591,7 @@ static void ImGui::UpdateMouseInputs()
 }
 
 // The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
-void ImGui::NewFrameUpdateHoveredWindowAndCaptureFlags()
+void ImGui::UpdateHoveredWindowAndCaptureFlags()
 {
     ImGuiContext& g = *GImGui;
 
@@ -3763,7 +3762,7 @@ void ImGui::NewFrame()
 
     // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
     UpdateMovingWindow();
-    NewFrameUpdateHoveredWindowAndCaptureFlags();
+    UpdateHoveredWindowAndCaptureFlags();
 
     if (GetFrontMostPopupModal() != NULL)
         g.ModalWindowDarkeningRatio = ImMin(g.ModalWindowDarkeningRatio + g.IO.DeltaTime * 6.0f, 1.0f);
@@ -6030,7 +6029,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
         window_just_activated_by_user |= (window != popup_ref.Window);
     }
     window->Appearing = (window_just_activated_by_user || window_just_appearing_after_hidden_for_resize);
-    window->CloseButton = (p_open != NULL);
+    window->HasCloseButton = (p_open != NULL);
     if (window->Appearing)
         SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
 

+ 3 - 2
imgui_internal.h

@@ -966,7 +966,7 @@ struct IMGUI_API ImGuiWindow
     bool                    CollapseToggleWanted;
     bool                    SkipItems;                          // Set when items can safely be all clipped (e.g. window not visible or collapsed)
     bool                    Appearing;                          // Set during the frame where the window is appearing (or re-appearing)
-    bool                    CloseButton;                        // Set when the window has a close button (p_open != NULL)
+    bool                    HasCloseButton;                     // Set when the window has a close button (p_open != NULL)
     int                     BeginOrderWithinParent;             // Order within immediate parent window, if we are a child window. Otherwise 0.
     int                     BeginOrderWithinContext;            // Order within entire imgui context. This is mostly used for debugging submission order related issues.
     int                     BeginCount;                         // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
@@ -1070,7 +1070,8 @@ namespace ImGui
     IMGUI_API void          Initialize(ImGuiContext* context);
     IMGUI_API void          Shutdown(ImGuiContext* context);    // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext().
 
-    IMGUI_API void          NewFrameUpdateHoveredWindowAndCaptureFlags();
+    IMGUI_API void          UpdateHoveredWindowAndCaptureFlags();
+    IMGUI_API void          UpdateMovingWindow();
 
     IMGUI_API void                  MarkIniSettingsDirty();
     IMGUI_API void                  MarkIniSettingsDirty(ImGuiWindow* window);