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Internals: maintaining focus order inside windows + only storing root windows in WindowsFocusOrder[] array. (toward #2304)
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770f9daab3
commit
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44
imgui.cpp
44
imgui.cpp
@ -4034,7 +4034,7 @@ void ImGui::NewFrame()
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UpdateTabFocus();
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// Mark all windows as not visible and compact unused memory.
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IM_ASSERT(g.WindowsFocusOrder.Size == g.Windows.Size);
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IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size);
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const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer;
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for (int i = 0; i != g.Windows.Size; i++)
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{
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@ -5143,7 +5143,12 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)
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window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
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}
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if (!(flags & ImGuiWindowFlags_ChildWindow))
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{
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g.WindowsFocusOrder.push_back(window);
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window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1);
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}
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if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)
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g.Windows.push_front(window); // Quite slow but rare and only once
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else
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@ -6378,15 +6383,22 @@ void ImGui::End()
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void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(window == window->RootWindow);
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const int cur_order = window->FocusOrder;
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IM_ASSERT(g.WindowsFocusOrder[cur_order] == window);
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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 top-most window
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if (g.WindowsFocusOrder[i] == window)
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const int new_order = g.WindowsFocusOrder.Size - 1;
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for (int n = cur_order; n < new_order; n++)
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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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g.WindowsFocusOrder[g.WindowsFocusOrder.Size - 1] = window;
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break;
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g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1];
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g.WindowsFocusOrder[n]->FocusOrder--;
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IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n);
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}
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g.WindowsFocusOrder[new_order] = window;
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window->FocusOrder = (short)new_order;
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}
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void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
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@ -6466,18 +6478,13 @@ void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWind
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{
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ImGuiContext& g = *GImGui;
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int start_idx = g.WindowsFocusOrder.Size - 1;
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if (under_this_window != NULL)
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{
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int under_this_window_idx = FindWindowFocusIndex(under_this_window);
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if (under_this_window_idx != -1)
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start_idx = under_this_window_idx - 1;
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}
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const int start_idx = ((under_this_window != NULL) ? FindWindowFocusIndex(under_this_window) : g.WindowsFocusOrder.Size) - 1;
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for (int i = start_idx; i >= 0; i--)
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{
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// We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.
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ImGuiWindow* window = g.WindowsFocusOrder[i];
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if (window != ignore_window && window->WasActive && !(window->Flags & ImGuiWindowFlags_ChildWindow))
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IM_ASSERT(window == window->RootWindow);
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if (window != ignore_window && window->WasActive)
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if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
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{
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ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window);
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@ -9479,13 +9486,12 @@ static void ImGui::NavEndFrame()
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}
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}
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static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) // FIXME-OPT O(N)
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static int ImGui::FindWindowFocusIndex(ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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for (int i = g.WindowsFocusOrder.Size - 1; i >= 0; i--)
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if (g.WindowsFocusOrder[i] == window)
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return i;
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return -1;
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int order = window->FocusOrder;
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IM_ASSERT(g.WindowsFocusOrder[order] == window);
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return order;
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}
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static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
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@ -1322,7 +1322,7 @@ struct ImGuiContext
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// Windows state
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ImVector<ImGuiWindow*> Windows; // Windows, sorted in display order, back to front
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ImVector<ImGuiWindow*> WindowsFocusOrder; // Windows, sorted in focus order, back to front. (FIXME: We could only store root windows here! Need to sort out the Docking equivalent which is RootWindowDockStop and is unfortunately a little more dynamic)
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ImVector<ImGuiWindow*> WindowsFocusOrder; // Root windows, sorted in focus order, back to front.
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ImVector<ImGuiWindow*> WindowsTempSortBuffer; // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child
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ImVector<ImGuiWindow*> CurrentWindowStack;
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ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow*
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@ -1786,8 +1786,9 @@ struct IMGUI_API ImGuiWindow
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bool HasCloseButton; // Set when the window has a close button (p_open != NULL)
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signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3)
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short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
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short BeginOrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0.
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short BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues.
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short BeginOrderWithinParent; // Begin() order within immediate parent window, if we are a child window. Otherwise 0.
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short BeginOrderWithinContext; // Begin() order within entire imgui context. This is mostly used for debugging submission order related issues.
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short FocusOrder; // Order within WindowsFocusOrder[], altered when windows are focused.
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ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
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ImS8 AutoFitFramesX, AutoFitFramesY;
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ImS8 AutoFitChildAxises;
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