Merge branch 'master' into docking + dockspace demo comments

# Conflicts:
#	backends/imgui_impl_opengl3.cpp
#	docs/CHANGELOG.txt
#	imgui_internal.h
#	imgui_widgets.cpp
This commit is contained in:
ocornut 2020-10-19 15:06:58 +02:00
commit 455c21df71
8 changed files with 93 additions and 53 deletions

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@ -15,6 +15,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x)
// 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader.
// 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
// 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
@ -153,9 +154,16 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
{
// Query for GL version (e.g. 320 for GL 3.2)
#if !defined(IMGUI_IMPL_OPENGL_ES2)
GLint major, minor;
GLint major = 0;
GLint minor = 0;
glGetIntegerv(GL_MAJOR_VERSION, &major);
glGetIntegerv(GL_MINOR_VERSION, &minor);
if (major == 0 && minor == 0)
{
// Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
const char* gl_version = (const char*)glGetString(GL_VERSION);
sscanf(gl_version, "%d.%d", &major, &minor);
}
g_GlVersion = (GLuint)(major * 100 + minor * 10);
#else
g_GlVersion = 200; // GLES 2

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@ -123,6 +123,12 @@ Breaking Changes:
Other Changes:
- Tab Bar: Made it possible to append to an existing tab bar by calling BeginTabBar()/EndTabBar() again.
- Tab Bar: Fixed using more than 128 tabs in a tab bar (scrolling policy recommended).
- Tab Bar: Do not display a tooltip if the name already fits over a given tab. (#3521)
- Drag and Drop: Fix drag and drop to tie same-size drop targets by choosen the later one. Fixes dragging
into a full-window-sized dockspace inside a zero-padded window. (#3519, #2717) [@Black-Cat]
- Backends: OpenGL: use glGetString(GL_VERSION) query instead of glGetIntegerv(GL_MAJOR_VERSION, ...)
when the later returns zero (e.g. Desktop GL 2.x). (#3530) [@xndcn]
- Docs: Split examples/README.txt into docs/BACKENDS.md and docs/EXAMPLES.md improved them.
- Docs: Consistently renamed all occurences of "binding" and "back-end" to "backend" in comments and docs.

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@ -10335,7 +10335,7 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop
const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId);
ImRect r = g.DragDropTargetRect;
float r_surface = r.GetWidth() * r.GetHeight();
if (r_surface < g.DragDropAcceptIdCurrRectSurface)
if (r_surface <= g.DragDropAcceptIdCurrRectSurface)
{
g.DragDropAcceptFlags = flags;
g.DragDropAcceptIdCurr = g.DragDropTargetId;
@ -13847,7 +13847,7 @@ static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDock
if (!tab_bar_rect.Contains(tab_bb))
overlay_draw_lists[overlay_n]->PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max);
TabItemBackground(overlay_draw_lists[overlay_n], tab_bb, tab_flags, overlay_col_tabs);
TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload_window->Name, 0, 0, false);
TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload_window->Name, 0, 0, false, NULL, NULL);
if (!tab_bar_rect.Contains(tab_bb))
overlay_draw_lists[overlay_n]->PopClipRect();
}

14
imgui.h
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@ -534,14 +534,14 @@ namespace ImGui
IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
// Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
// Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
// - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible.
// - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0)); // display a colored square/button, hover for details, return true when pressed.
IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed.
IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls.
// Widgets: Trees
@ -909,7 +909,7 @@ enum ImGuiTreeNodeFlags_
{
ImGuiTreeNodeFlags_None = 0,
ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
ImGuiTreeNodeFlags_Framed = 1 << 1, // Full colored frame (e.g. for CollapsingHeader)
ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader)
ImGuiTreeNodeFlags_AllowItemOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
@ -1324,13 +1324,13 @@ enum ImGuiColorEditFlags_
{
ImGuiColorEditFlags_None = 0,
ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).
ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on colored square.
ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square.
ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable colored square preview next to the inputs. (e.g. to show only the inputs)
ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview colored square).
ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs)
ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square).
ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead.
ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead.
ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default)

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@ -708,9 +708,9 @@ static void ShowDemoWindowWidgets()
static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f };
ImGui::ColorEdit3("color 1", col1);
ImGui::SameLine(); HelpMarker(
"Click on the colored square to open a color picker.\n"
"Click on the color square to open a color picker.\n"
"Click and hold to use drag and drop.\n"
"Right-click on the colored square to show options.\n"
"Right-click on the color square to show options.\n"
"CTRL+click on individual component to input value.\n");
ImGui::ColorEdit4("color 2", col2);
@ -879,7 +879,7 @@ static void ShowDemoWindowWidgets()
if (ImGui::TreeNode("Text"))
{
if (ImGui::TreeNode("Colored Text"))
if (ImGui::TreeNode("Colorful Text"))
{
// Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility.
ImGui::TextColored(ImVec4(1.0f, 0.0f, 1.0f, 1.0f), "Pink");
@ -1461,7 +1461,7 @@ static void ShowDemoWindowWidgets()
ImGui::Text("Color widget:");
ImGui::SameLine(); HelpMarker(
"Click on the colored square to open a color picker.\n"
"Click on the color square to open a color picker.\n"
"CTRL+click on individual component to input value.\n");
ImGui::ColorEdit3("MyColor##1", (float*)&color, misc_flags);
@ -1881,7 +1881,7 @@ static void ShowDemoWindowWidgets()
// They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F
// to allow your own widgets to use colors in their drag and drop interaction.
// Also see 'Demo->Widgets->Color/Picker Widgets->Palette' demo.
HelpMarker("You can drag from the colored squares.");
HelpMarker("You can drag from the color squares.");
static float col1[3] = { 1.0f, 0.0f, 0.2f };
static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f };
ImGui::ColorEdit3("color 1", col1);
@ -4059,7 +4059,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
if (ImGui::RadioButton("Both", alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf)) { alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; } ImGui::SameLine();
HelpMarker(
"In the color list:\n"
"Left-click on colored square to open color picker,\n"
"Left-click on color square to open color picker,\n"
"Right-click to open edit options menu.");
ImGui::BeginChild("##colors", ImVec2(0, 0), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar | ImGuiWindowFlags_NavFlattened);
@ -5401,11 +5401,24 @@ static void ShowExampleAppCustomRendering(bool* p_open)
//-----------------------------------------------------------------------------
// Demonstrate using DockSpace() to create an explicit docking node within an existing window.
// Note that you already dock windows into each others _without_ a DockSpace() by just moving windows
// from their title bar (or by holding SHIFT if io.ConfigDockingWithShift is set).
// DockSpace() is only useful to construct to a central location for your application.
// Note that you dock windows into each others _without_ a dockspace, by just clicking on
// a window title bar and moving it (+ hold SHIFT if io.ConfigDockingWithShift is set).
// DockSpace() and DockSpaceOverViewport() are only useful to construct a central docking
// location for your application.
void ShowExampleAppDockSpace(bool* p_open)
{
// In 99% case you should be able to just call DockSpaceOverViewport() and ignore all the code below!
// In this specific demo, we are not using DockSpaceOverViewport() because:
// - we allow the host window to be floating/moveable instead of filling the viewport (when opt_fullscreen == false)
// - we allow the host window to have padding (when opt_padding == true)
// - we have a local menu bar in the host window (vs. you could use BeginMainMenuBar() + DockSpaceOverViewport() in your code!)
// TL;DR; this demo is more complicated than what you would normally use.
// If we removed all the options we are showcasing, this demo would become:
// void ShowExampleAppDockSpace()
// {
// ImGui::DockSpaceOverViewport(ImGui::GetMainViewport());
// }
static bool opt_fullscreen = true;
static bool opt_padding = false;
static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_None;

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@ -1942,17 +1942,18 @@ struct ImGuiTabItem
float Width; // Width currently displayed
float ContentWidth; // Width of label, stored during BeginTabItem() call
ImS16 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames
ImS8 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable
ImS8 IndexDuringLayout; // Index only used during TabBarLayout()
ImS16 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable
ImS16 IndexDuringLayout; // Index only used during TabBarLayout()
bool WantClose; // Marked as closed by SetTabItemClosed()
ImGuiTabItem() { ID = 0; Flags = ImGuiTabItemFlags_None; Window = NULL; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = ContentWidth = 0.0f; BeginOrder = -1; IndexDuringLayout = -1; WantClose = false; }
ImGuiTabItem() { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; NameOffset = BeginOrder = IndexDuringLayout = -1; }
};
// Storage for a tab bar (sizeof() 92~96 bytes)
// Storage for a tab bar (sizeof() 152 bytes)
struct ImGuiTabBar
{
ImVector<ImGuiTabItem> Tabs;
ImGuiTabBarFlags Flags;
ImGuiID ID; // Zero for tab-bars used by docking
ImGuiID SelectedTabId; // Selected tab/window
ImGuiID NextSelectedTabId;
@ -1970,16 +1971,17 @@ struct ImGuiTabBar
float ScrollingSpeed;
float ScrollingRectMinX;
float ScrollingRectMaxX;
ImGuiTabBarFlags Flags;
ImGuiID ReorderRequestTabId;
ImS8 ReorderRequestDir;
ImS8 TabsActiveCount; // Number of tabs submitted this frame.
ImS8 BeginCount;
bool WantLayout;
bool VisibleTabWasSubmitted;
bool TabsAddedNew; // Set to true when a new tab item or button has been added to the tab bar during last frame
short LastTabItemIdx; // Index of last BeginTabItem() tab for use by EndTabItem()
ImS16 TabsActiveCount; // Number of tabs submitted this frame.
ImS16 LastTabItemIdx; // Index of last BeginTabItem() tab for use by EndTabItem()
float ItemSpacingY;
ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar()
ImVec2 TabsContentsMin;
ImVec2 BackupCursorPos;
ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer.
ImGuiTabBar();
@ -2234,7 +2236,7 @@ namespace ImGui
IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window);
IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button);
IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col);
IMGUI_API bool TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible);
IMGUI_API void TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped);
// Render helpers
// AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT.

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@ -4583,7 +4583,7 @@ bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flag
// Edit colors components (each component in 0.0f..1.0f range).
// See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
// With typical options: Left-click on colored square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item.
// With typical options: Left-click on color square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item.
bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags)
{
ImGuiWindow* window = GetCurrentWindow();
@ -5219,7 +5219,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
return value_changed;
}
// A little colored square. Return true when clicked.
// A little color square. Return true when clicked.
// FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip.
// 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip.
// Note that 'col' may be encoded in HSV if ImGuiColorEditFlags_InputHSV is set.
@ -6834,18 +6834,8 @@ namespace ImGui
ImGuiTabBar::ImGuiTabBar()
{
ID = 0;
SelectedTabId = NextSelectedTabId = VisibleTabId = 0;
memset(this, 0, sizeof(*this));
CurrFrameVisible = PrevFrameVisible = -1;
CurrTabsContentsHeight = PrevTabsContentsHeight = 0.0f;
WidthAllTabs = WidthAllTabsIdeal = 0.0f;
ScrollingAnim = ScrollingTarget = ScrollingTargetDistToVisibility = ScrollingSpeed = 0.0f;
ScrollingRectMinX = ScrollingRectMaxX = 0.0f;
Flags = ImGuiTabBarFlags_None;
ReorderRequestTabId = 0;
ReorderRequestDir = 0;
TabsActiveCount = 0;
WantLayout = VisibleTabWasSubmitted = TabsAddedNew = false;
LastTabItemIdx = -1;
}
@ -6910,9 +6900,11 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG
g.CurrentTabBar = tab_bar;
// Append with multiple BeginTabBar()/EndTabBar() pairs.
tab_bar->BackupCursorPos = window->DC.CursorPos;
if (tab_bar->CurrFrameVisible == g.FrameCount)
{
window->DC.CursorPos = tab_bar->TabsContentsMin;
window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY);
tab_bar->BeginCount++;
return true;
}
@ -6933,13 +6925,13 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG
tab_bar->CurrFrameVisible = g.FrameCount;
tab_bar->PrevTabsContentsHeight = tab_bar->CurrTabsContentsHeight;
tab_bar->CurrTabsContentsHeight = 0.0f;
tab_bar->ItemSpacingY = g.Style.ItemSpacing.y;
tab_bar->FramePadding = g.Style.FramePadding;
tab_bar->TabsActiveCount = 0;
tab_bar->BeginCount = 1;
// Set cursor pos in a way which only be used in the off-chance the user erroneously submits item before BeginTabItem(): items will overlap
tab_bar->TabsContentsMin.x = tab_bar->BarRect.Min.x;
tab_bar->TabsContentsMin.y = tab_bar->BarRect.Max.y + g.Style.ItemSpacing.y;
window->DC.CursorPos = tab_bar->TabsContentsMin;
window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY);
// Draw separator
const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive);
@ -6988,6 +6980,8 @@ void ImGui::EndTabBar()
{
window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->PrevTabsContentsHeight;
}
if (tab_bar->BeginCount > 1)
window->DC.CursorPos = tab_bar->BackupCursorPos;
if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0)
PopID();
@ -7023,7 +7017,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
tab_bar->Tabs[tab_dst_n] = tab_bar->Tabs[tab_src_n];
tab = &tab_bar->Tabs[tab_dst_n];
tab->IndexDuringLayout = (ImS8)tab_dst_n;
tab->IndexDuringLayout = (ImS16)tab_dst_n;
// We will need sorting if tabs have changed section (e.g. moved from one of Leading/Central/Trailing to another)
int curr_tab_section_n = (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1;
@ -7619,7 +7613,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
tab_bar->TabsAddedNew = true;
tab_is_new = true;
}
tab_bar->LastTabItemIdx = (short)tab_bar->Tabs.index_from_ptr(tab);
tab_bar->LastTabItemIdx = (ImS16)tab_bar->Tabs.index_from_ptr(tab);
tab->ContentWidth = size.x;
tab->BeginOrder = tab_bar->TabsActiveCount++;
@ -7819,7 +7813,9 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
// Render tab label, process close button
const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, id) : 0;
bool just_closed = TabItemLabelAndCloseButton(display_draw_list, bb, flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible);
bool just_closed;
bool text_clipped;
TabItemLabelAndCloseButton(display_draw_list, bb, flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped);
if (just_closed && p_open != NULL)
{
*p_open = false;
@ -7833,7 +7829,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
// Tooltip (FIXME: Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer)
// We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar (which g.HoveredId ignores)
if (g.HoveredId == id && !held && g.HoveredIdNotActiveTimer > 0.50f && IsItemHovered())
if (text_clipped && g.HoveredId == id && !held && g.HoveredIdNotActiveTimer > 0.50f && IsItemHovered())
if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip))
SetTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label);
@ -7908,12 +7904,18 @@ void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabI
// Render text label (with custom clipping) + Unsaved Document marker + Close Button logic
// We tend to lock style.FramePadding for a given tab-bar, hence the 'frame_padding' parameter.
bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible)
void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped)
{
ImGuiContext& g = *GImGui;
ImVec2 label_size = CalcTextSize(label, NULL, true);
if (out_just_closed)
*out_just_closed = false;
if (out_text_clipped)
*out_text_clipped = false;
if (bb.GetWidth() <= 1.0f)
return false;
return;
// In Style V2 we'll have full override of all colors per state (e.g. focused, selected)
// But right now if you want to alter text color of tabs this is what you need to do.
@ -7934,6 +7936,13 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb,
}
ImRect text_ellipsis_clip_bb = text_pixel_clip_bb;
// Return clipped state ignoring the close button
if (out_text_clipped)
{
*out_text_clipped = (text_ellipsis_clip_bb.Min.x + label_size.x) > text_pixel_clip_bb.Max.x;
//draw_list->AddCircle(text_ellipsis_clip_bb.Min, 3.0f, *out_text_clipped ? IM_COL32(255, 0, 0, 255) : IM_COL32(0, 255, 0, 255));
}
// Close Button
// We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap()
// 'hovered' will be true when hovering the Tab but NOT when hovering the close button
@ -7971,7 +7980,8 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb,
g.Style.Alpha = backup_alpha;
#endif
return close_button_pressed;
if (out_just_closed)
*out_just_closed = close_button_pressed;
}

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@ -10,7 +10,8 @@
// Build with, e.g:
// # cl.exe binary_to_compressed_c.cpp
// # gcc binary_to_compressed_c.cpp
// # g++ binary_to_compressed_c.cpp
// # clang++ binary_to_compressed_c.cpp
// You can also find a precompiled Windows binary in the binary/demo package available from https://github.com/ocornut/imgui
// Usage: