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TreeNode: Don't latch GetColorU32(ImGuiCol_TreeLines). (#2920)
Trade off doesn't seem worth it for large trees. User who really needs to alter colors can do it by adjusting Push/Pop locations.
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3 changed files with 7 additions and 16 deletions
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@ -64,8 +64,6 @@ Other changes:
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which may be overriden in individual TreeNode() calls.
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- Added style.TreeLinesSize (default to 1.0f).
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- Added ImGuiCol_TreeLines (in default style this is the same as ImGuiCol_Border).
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The color for a given hierarchy level is latched in TreeNode(),
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allowing advanced tree drawing code to potentially alter it.
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- The feature adds a little cost as extra data needs to be stored.
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- Nav: fixed assertion when holding gamepad FaceLeft/West button to open
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CTRL+Tab windowing + pressing a keyboard key. (#8525)
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@ -1294,7 +1294,6 @@ struct ImGuiTreeNodeStackData
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ImGuiTreeNodeFlags TreeFlags;
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ImGuiItemFlags ItemFlags; // Used for nav landing
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ImRect NavRect; // Used for nav landing
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ImU32 DrawLinesCol;
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float DrawLinesX1;
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float DrawLinesY2;
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};
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@ -6560,16 +6560,10 @@ static void TreeNodeStoreStackData(ImGuiTreeNodeFlags flags, float x1)
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tree_node_data->TreeFlags = flags;
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tree_node_data->ItemFlags = g.LastItemData.ItemFlags;
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tree_node_data->NavRect = g.LastItemData.NavRect;
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if (flags & (ImGuiTreeNodeFlags_DrawLinesFull | ImGuiTreeNodeFlags_DrawLinesToNodes))
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{
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tree_node_data->DrawLinesCol = ImGui::GetColorU32(ImGuiCol_TreeLines);
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tree_node_data->DrawLinesX1 = x1;
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tree_node_data->DrawLinesY2 = -FLT_MAX;
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}
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else
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{
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tree_node_data->DrawLinesCol = 0;
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}
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// Initially I tried to latch value for GetColorU32(ImGuiCol_TreeLines) but it's not a good trade-off for very large trees.
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tree_node_data->DrawLinesX1 = (flags & (ImGuiTreeNodeFlags_DrawLinesFull | ImGuiTreeNodeFlags_DrawLinesToNodes)) ? x1 : +FLT_MAX;
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tree_node_data->DrawLinesY2 = -FLT_MAX;
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window->DC.TreeHasStackDataDepthMask |= (1 << window->DC.TreeDepth);
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}
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@ -6837,7 +6831,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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float y = text_pos.y + ImTrunc(g.FontSize * 0.5f);
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parent_data->DrawLinesY2 = ImMax(parent_data->DrawLinesY2, y);
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if (x1 < x2)
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window->DrawList->AddLine(ImVec2(x1, y), ImVec2(x2, y), parent_data->DrawLinesCol, g.Style.TreeLinesSize);
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window->DrawList->AddLine(ImVec2(x1, y), ImVec2(x2, y), GetColorU32(ImGuiCol_TreeLines), g.Style.TreeLinesSize);
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}
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if (span_all_columns && !span_all_columns_label)
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@ -6906,7 +6900,7 @@ void ImGui::TreePop()
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if (g.NavIdIsAlive && g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet())
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NavMoveRequestResolveWithPastTreeNode(&g.NavMoveResultLocal, data);
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}
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if (data->DrawLinesCol != 0 && window->DC.CursorPos.y >= window->ClipRect.Min.y)
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if (data->DrawLinesX1 != +FLT_MAX && window->DC.CursorPos.y >= window->ClipRect.Min.y)
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{
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// Draw vertical line of the hierarchy
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float y1 = ImMax(data->NavRect.Max.y, window->ClipRect.Min.y);
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@ -6915,7 +6909,7 @@ void ImGui::TreePop()
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if (y1 < y2)
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{
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float x = data->DrawLinesX1 + ImTrunc(g.FontSize * 0.5f + g.Style.FramePadding.x); // GetTreeNodeToLabelSpacing() * 0.5f
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window->DrawList->AddLine(ImVec2(x, y1), ImVec2(x, y2), data->DrawLinesCol, g.Style.TreeLinesSize);
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window->DrawList->AddLine(ImVec2(x, y1), ImVec2(x, y2), GetColorU32(ImGuiCol_TreeLines), g.Style.TreeLinesSize);
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}
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}
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g.TreeNodeStack.pop_back();
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