| 4623 | } |
| 4624 | |
| 4625 | bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags) |
| 4626 | { |
| 4627 | ImGuiContext& g = *GImGui; |
| 4628 | ImGuiWindow* parent_window = g.CurrentWindow; |
| 4629 | |
| 4630 | flags |= ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_ChildWindow; |
| 4631 | flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag |
| 4632 | |
| 4633 | // Size |
| 4634 | const ImVec2 content_avail = GetContentRegionAvail(); |
| 4635 | ImVec2 size = ImFloor(size_arg); |
| 4636 | const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00); |
| 4637 | if (size.x <= 0.0f) |
| 4638 | size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues) |
| 4639 | if (size.y <= 0.0f) |
| 4640 | size.y = ImMax(content_avail.y + size.y, 4.0f); |
| 4641 | SetNextWindowSize(size); |
| 4642 | |
| 4643 | // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value. |
| 4644 | char title[256]; |
| 4645 | if (name) |
| 4646 | ImFormatString(title, IM_ARRAYSIZE(title), "%s/%s_%08X", parent_window->Name, name, id); |
| 4647 | else |
| 4648 | ImFormatString(title, IM_ARRAYSIZE(title), "%s/%08X", parent_window->Name, id); |
| 4649 | |
| 4650 | const float backup_border_size = g.Style.ChildBorderSize; |
| 4651 | if (!border) |
| 4652 | g.Style.ChildBorderSize = 0.0f; |
| 4653 | bool ret = Begin(title, NULL, flags); |
| 4654 | g.Style.ChildBorderSize = backup_border_size; |
| 4655 | |
| 4656 | ImGuiWindow* child_window = g.CurrentWindow; |
| 4657 | child_window->ChildId = id; |
| 4658 | child_window->AutoFitChildAxises = (ImS8)auto_fit_axises; |
| 4659 | |
| 4660 | // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually. |
| 4661 | // While this is not really documented/defined, it seems that the expected thing to do. |
| 4662 | if (child_window->BeginCount == 1) |
| 4663 | parent_window->DC.CursorPos = child_window->Pos; |
| 4664 | |
| 4665 | // Process navigation-in immediately so NavInit can run on first frame |
| 4666 | if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayerActiveMask != 0 || child_window->DC.NavHasScroll)) |
| 4667 | { |
| 4668 | FocusWindow(child_window); |
| 4669 | NavInitWindow(child_window, false); |
| 4670 | SetActiveID(id+1, child_window); // Steal ActiveId with a dummy id so that key-press won't activate child item |
| 4671 | g.ActiveIdSource = ImGuiInputSource_Nav; |
| 4672 | } |
| 4673 | return ret; |
| 4674 | } |
| 4675 | |
| 4676 | bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags) |
| 4677 | { |
nothing calls this directly
no test coverage detected