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Internals: Added ItemUnclipByLog for use by ItemAdd(), as we expected…
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ocornut committed May 31, 2024
1 parent 0fce21e commit 9aec6d7
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Showing 2 changed files with 10 additions and 11 deletions.
13 changes: 5 additions & 8 deletions imgui.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -4237,7 +4237,7 @@ bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id)
ImGuiWindow* window = g.CurrentWindow;
if (!bb.Overlaps(window->ClipRect))
if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId))
if (!g.LogEnabled)
if (!g.ItemUnclipByLog)
return true;
return false;
}
Expand Down Expand Up @@ -10173,15 +10173,12 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu
#endif

// Clipping test
// (this is a modified copy of IsClippedEx() so we can reuse the is_rect_visible value)
//const bool is_clipped = IsClippedEx(bb, id);
//if (is_clipped)
// return false;
// (this is an inline copy of IsClippedEx() so we can reuse the is_rect_visible value, otherwise we'd do 'if (IsClippedEx(bb, id)) return false')
// g.NavActivateId is not necessarily == g.NavId, in the case of remote activation (e.g. shortcuts)
const bool is_rect_visible = bb.Overlaps(window->ClipRect);
if (!is_rect_visible)
if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId))
if (!g.LogEnabled)
if (!g.ItemUnclipByLog)
return false;

// [DEBUG]
Expand Down Expand Up @@ -13585,7 +13582,7 @@ void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth)
IM_ASSERT(g.LogEnabled == false);
IM_ASSERT(g.LogFile == NULL);
IM_ASSERT(g.LogBuffer.empty());
g.LogEnabled = true;
g.LogEnabled = g.ItemUnclipByLog = true;
g.LogType = type;
g.LogNextPrefix = g.LogNextSuffix = NULL;
g.LogDepthRef = window->DC.TreeDepth;
Expand Down Expand Up @@ -13684,7 +13681,7 @@ void ImGui::LogFinish()
break;
}

g.LogEnabled = false;
g.LogEnabled = g.ItemUnclipByLog = false;
g.LogType = ImGuiLogType_None;
g.LogFile = NULL;
g.LogBuffer.clear();
Expand Down
8 changes: 5 additions & 3 deletions imgui_internal.h
Original file line number Diff line number Diff line change
Expand Up @@ -1966,10 +1966,11 @@ struct ImGuiContext
ImGuiID DebugHookIdInfo; // Will call core hooks: DebugHookIdInfo() from GetID functions, used by ID Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line]
ImGuiID HoveredId; // Hovered widget, filled during the frame
ImGuiID HoveredIdPreviousFrame;
bool HoveredIdAllowOverlap;
bool HoveredIdDisabled; // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0.
float HoveredIdTimer; // Measure contiguous hovering time
float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active
bool HoveredIdAllowOverlap;
bool HoveredIdDisabled; // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0.
bool ItemUnclipByLog; // Disable ItemAdd() clipping, essentially a memory-locality friendly copy of LogEnabled
ImGuiID ActiveId; // Active widget
ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame)
float ActiveIdTimer;
Expand Down Expand Up @@ -2036,11 +2037,11 @@ struct ImGuiContext
ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow'
ImGuiID NavId; // Focused item for navigation
ImGuiID NavFocusScopeId; // Focused focus scope (e.g. selection code often wants to "clear other items" when landing on an item of the same scope)
ImVector<ImGuiFocusScopeData> NavFocusRoute; // Reversed copy focus scope stack for NavId (should contains NavFocusScopeId). This essentially follow the window->ParentWindowForFocusRoute chain.
ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem()
ImGuiID NavActivateDownId; // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0
ImGuiID NavActivatePressedId; // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat)
ImGuiActivateFlags NavActivateFlags;
ImVector<ImGuiFocusScopeData> NavFocusRoute; // Reversed copy focus scope stack for NavId (should contains NavFocusScopeId). This essentially follow the window->ParentWindowForFocusRoute chain.
ImGuiID NavHighlightActivatedId;
float NavHighlightActivatedTimer;
ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest).
Expand Down Expand Up @@ -2277,6 +2278,7 @@ struct ImGuiContext
HoveredIdAllowOverlap = false;
HoveredIdDisabled = false;
HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f;
ItemUnclipByLog = false;
ActiveId = 0;
ActiveIdIsAlive = 0;
ActiveIdTimer = 0.0f;
Expand Down

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