mirror of
https://github.com/ocornut/imgui.git
synced 2024-12-04 14:29:04 +08:00
Merge branch 'master' into docking
# Conflicts: # imgui.cpp # imgui_demo.cpp
This commit is contained in:
commit
4a3a895be9
@ -105,12 +105,21 @@ Other Changes:
|
||||
- Added .editorconfig file for text editors to standardize using spaces. (#2038) [@kudaba]
|
||||
- InputText: Fixed a bug where ESCAPE would not restore the initial value in all situations. (#2321) [@relick]
|
||||
- InputText: Fixed a bug where ESCAPE would be first captured by the Keyboard Navigation code. (#2321, #787)
|
||||
- InputText: Fixed redo buffer exhaustion handling (rare) which could corrupt the undo character buffer. (#2333)
|
||||
The way the redo/undo buffers work would have made it generally unnoticeable to the user.
|
||||
- Added IsItemActivated() as an extension to the IsItemDeactivated/IsItemDeactivatedAfterEdit functions
|
||||
which are useful to implement variety of undo patterns. (#820, #956, #1875)
|
||||
- Fixed range-version of PushID() and GetID() not honoring the ### operator to restart from the seed value.
|
||||
- Fixed CloseCurrentPopup() on a child-menu of a modal incorrectly closing the modal. (#2308)
|
||||
- Tabs: Added ImGuiTabBarFlags_TabListPopupButton flag to show a popup button on manual tab bars. (#261, #351)
|
||||
- Tabs: Removed ImGuiTabBarFlags_NoTabListPopupButton which was available in 1.67 but actually had zero use.
|
||||
- Tabs: Fixed a minor clipping glitch when changing style's FramePadding from frame to frame.
|
||||
- Menus: Tweaked horizontal overlap between parent and child menu (to help convey relative depth)
|
||||
from using style.ItemSpacing.x to style.ItemInnerSpacing.x, the later being expected to be smaller. (#1086)
|
||||
- RadioButton: Fixed label horizontal alignment to precisely match Checkbox().
|
||||
- Window: When resizing from an edge, the border is more visible and better follow the rounded corners.
|
||||
- ListBox: Better optimized when clipped / non-visible.
|
||||
- InputTextMultiline: Better optimized when clipped / non-visible.
|
||||
- ImDrawList: Fixed AddCircle(), AddCircleFilled() angle step being off, which was visible when drawing a "circle"
|
||||
with a small number of segments (e.g. an hexagon). (#2287) [@baktery]
|
||||
- ImGuiTextBuffer: Added append() function (unformatted).
|
||||
|
@ -145,7 +145,7 @@ Frameworks:
|
||||
- Ogre: [ogreimgui](https://bitbucket.org/LMCrashy/ogreimgui/src)
|
||||
- OpenFrameworks: [ofxImGui](https://github.com/jvcleave/ofxImGui)
|
||||
- OpenSceneGraph/OSG: [gist](https://gist.github.com/fulezi/d2442ca7626bf270226014501357042c)
|
||||
- ORX: [pr #1843](https://github.com/ocornut/imgui/pull/1843)
|
||||
- ORX: [#1843](https://github.com/ocornut/imgui/pull/1843)
|
||||
- LÖVE+Lua: [love-imgui](https://github.com/slages/love-imgui)
|
||||
- Magnum: [ImGuiIntegration](https://doc.magnum.graphics/magnum/namespaceMagnum_1_1ImGuiIntegration.html) ([example](https://doc.magnum.graphics/magnum/examples-imgui.html))
|
||||
- NanoRT: [syoyo/imgui](https://github.com/syoyo/imgui/tree/nanort)
|
||||
@ -159,8 +159,8 @@ For other bindings: see [Bindings](https://github.com/ocornut/imgui/wiki/Binding
|
||||
Roadmap
|
||||
-------
|
||||
Some of the goals for 2019 are:
|
||||
- Finish work on docking, tabs. (see [#2109](https://github.com/ocornut/imgui/issues/2109), public branch looking for feedback)
|
||||
- Finish work on multiple viewports / multiple OS windows. (see [#1542](https://github.com/ocornut/imgui/issues/1542), public branch looking for feedback)
|
||||
- Finish work on docking, tabs. (see [#2109](https://github.com/ocornut/imgui/issues/2109), in public `docking` branch looking for feedback)
|
||||
- Finish work on multiple viewports / multiple OS windows. (see [#1542](https://github.com/ocornut/imgui/issues/1542), in public `docking` branch looking for feedback)
|
||||
- Finish work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787))
|
||||
- Add an automation and testing system, both to test the library and end-user apps. (see [#435](https://github.com/ocornut/imgui/issues/435))
|
||||
- Make Columns better. (they are currently pretty terrible!)
|
||||
@ -177,7 +177,6 @@ User screenshots:
|
||||
<br>[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 to June 2018)
|
||||
<br>[Gallery Part 7](https://github.com/ocornut/imgui/issues/1902) (June 2018 to January 2019)
|
||||
<br>[Gallery Part 8](https://github.com/ocornut/imgui/issues/2265) (January 2019 onward)
|
||||
<br>Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
|
||||
|
||||
Custom engine
|
||||
[![screenshot game](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v149/gallery_TheDragonsTrap-01-thumb.jpg)](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png)
|
||||
@ -204,12 +203,14 @@ The Immediate Mode GUI paradigm may at first appear unusual to some users. This
|
||||
|
||||
See the [Wiki](https://github.com/ocornut/imgui/wiki) for more references and [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for third-party bindings to different languages and frameworks.
|
||||
|
||||
Support Forums
|
||||
--------------
|
||||
Support
|
||||
-------
|
||||
|
||||
If you have issues with: compiling, linking, adding fonts, running or displaying Dear ImGui, or wiring inputs: please post on the Discourse forums: https://discourse.dearimgui.org.
|
||||
If you are new to Dear ImGui and have issues with: compiling, linking, adding fonts, wiring inputs, running or displaying Dear ImGui: please post on the Discourse forums: https://discourse.dearimgui.org.
|
||||
|
||||
For any other questions, bug reports, requests, feedback, you may post on https://github.com/ocornut/imgui/issues. Please read and fill the New Issue template carefully.
|
||||
Otherwise for any other questions, bug reports, requests, feedback, you may post on https://github.com/ocornut/imgui/issues. Please read and fill the New Issue template carefully.
|
||||
|
||||
Private support is available for paying customers.
|
||||
|
||||
Frequently Asked Question (FAQ)
|
||||
-------------------------------
|
||||
@ -226,7 +227,7 @@ Frequently Asked Question (FAQ)
|
||||
|
||||
I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported.
|
||||
|
||||
You may also peak at the [Multi-Viewport](https://github.com/ocornut/imgui/issues/1542) and [Docking](https://github.com/ocornut/imgui/issues/2109) branches. Even though they are marked beta, several projects are using them and they are kept in sync with master regularly.
|
||||
You may also peak at the [Multi-Viewport](https://github.com/ocornut/imgui/issues/1542) and [Docking](https://github.com/ocornut/imgui/issues/2109) features in the `docking` branch. Several projects are using this branch and it is kept in sync with master regularly.
|
||||
|
||||
**Who uses Dear ImGui?**
|
||||
|
||||
@ -234,7 +235,7 @@ See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Software usi
|
||||
|
||||
**Why the odd dual naming, "Dear ImGui" vs "ImGui"?**
|
||||
|
||||
The library started its life and is best known as "ImGui" only due to the fact that I didn't give it a proper name when I released it. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations. It seemed confusing and unfair to hog the name. To reduce the ambiguity without affecting existing codebases, I have decided on an alternate, longer name "dear imgui" that people can use to refer to this specific library in ambiguous situations.
|
||||
The library started its life as "ImGui" due to the fact that I didn't give it a proper name when I released 1.0 and had no particular expectation that it would taker off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations (e.g. Unity uses it own implementation of the IMGUI paradigm). It seemed confusing and unfair to hog the name. To reduce the ambiguity without affecting existing codebases, I have decided on an alternate, longer name "Dear ImGui" that people can use to refer to this specific library in ambiguous situations. Please try to refer to it as "Dear ImGui".
|
||||
|
||||
**How can I tell whether to dispatch mouse/keyboard to imgui or to my application?**
|
||||
<br>**How can I display an image? What is ImTextureID, how does it works?**
|
||||
@ -269,7 +270,7 @@ You can alter the look of the interface to some degree: changing colors, sizes,
|
||||
|
||||
Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost-insanity/quagmire. Dear ImGui does NOT require C++11 so it can be used with most old C++ compilers. Dear ImGui doesn't use any C++ header file. Language-wise, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience.
|
||||
|
||||
There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. This is designed for binding other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for third-party bindings to other languages.
|
||||
There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. It is designed for creating binding to other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for various third-party bindings.
|
||||
|
||||
Support dear imgui
|
||||
------------------
|
||||
@ -279,7 +280,7 @@ Support dear imgui
|
||||
- You may participate in the [Discourse forums](https://discourse.dearimgui.org) and the GitHub [issues tracker](https://github.com/ocornut/imgui/issues).
|
||||
- You may help with development and submit pull requests! Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance forever. PR should be crafted both in the interest in the end-users and also to ease the maintainer into understanding and accepting it.
|
||||
- See [Help wanted](https://github.com/ocornut/imgui/wiki/Help-Wanted) on the [Wiki](https://github.com/ocornut/imgui/wiki/) for some more ideas.
|
||||
- Convince your company to financially support this project.
|
||||
- Have your company financially support this project.
|
||||
|
||||
**How can I help financing further development of Dear ImGui?**
|
||||
|
||||
@ -316,7 +317,7 @@ Credits
|
||||
|
||||
Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
|
||||
|
||||
I first discovered the IMGUI paradigm at [Q-Games](http://www.q-games.com) where Atman had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating on it.
|
||||
I first discovered the IMGUI paradigm at [Q-Games](http://www.q-games.com) where Atman Binstock had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating and improving it.
|
||||
|
||||
Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT license).
|
||||
|
||||
@ -327,4 +328,4 @@ Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Bin
|
||||
License
|
||||
-------
|
||||
|
||||
Dear ImGui is licensed under the MIT License, see LICENSE for more information.
|
||||
Dear ImGui is licensed under the MIT License, see [LICENSE.txt](https://github.com/ocornut/imgui/blob/master/LICENSE.txt) for more information.
|
||||
|
@ -183,6 +183,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- listbox: user may want to initial scroll to focus on the one selected value?
|
||||
- listbox: expose hovered item for a basic ListBox
|
||||
- listbox: keyboard navigation.
|
||||
- listbox: disable capturing mouse wheel if the listbox has no scrolling. (#1681)
|
||||
- listbox: scrolling should track modified selection.
|
||||
|
||||
!- popups/menus: clarify usage of popups id, how MenuItem/Selectable closing parent popups affects the ID, etc. this is quite fishy needs improvement! (#331, #402)
|
||||
|
@ -237,7 +237,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
const ImDrawIdx* idx_buffer_offset = 0;
|
||||
size_t idx_buffer_offset = 0;
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
|
||||
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
|
||||
@ -266,10 +266,10 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
|
||||
// Bind texture, Draw
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
|
||||
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
|
||||
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)idx_buffer_offset);
|
||||
}
|
||||
}
|
||||
idx_buffer_offset += pcmd->ElemCount;
|
||||
idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx);
|
||||
}
|
||||
}
|
||||
glDeleteVertexArrays(1, &vao_handle);
|
||||
|
22
imgui.cpp
22
imgui.cpp
@ -4515,6 +4515,18 @@ bool ImGui::IsItemActive()
|
||||
return false;
|
||||
}
|
||||
|
||||
bool ImGui::IsItemActivated()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (g.ActiveId)
|
||||
{
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
if (g.ActiveId == window->DC.LastItemId && g.ActiveIdPreviousFrame != window->DC.LastItemId)
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool ImGui::IsItemDeactivated()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
@ -6805,7 +6817,7 @@ void ImGui::SetNextWindowClass(const ImGuiWindowClass* window_class)
|
||||
g.NextWindowData.WindowClass = *window_class;
|
||||
}
|
||||
|
||||
// In window space (not screen space!)
|
||||
// FIXME: This is in window space (not screen space!)
|
||||
ImVec2 ImGui::GetContentRegionMax()
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindowRead();
|
||||
@ -7176,7 +7188,7 @@ void ImGui::EndGroup()
|
||||
if (group_data.AdvanceCursor)
|
||||
{
|
||||
window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrentLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now.
|
||||
ItemSize(group_bb.GetSize(), group_data.BackupCurrentLineTextBaseOffset);
|
||||
ItemSize(group_bb.GetSize(), 0.0f);
|
||||
ItemAdd(group_bb, 0);
|
||||
}
|
||||
|
||||
@ -7683,10 +7695,10 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (window->Flags & ImGuiWindowFlags_ChildMenu)
|
||||
{
|
||||
// Child menus typically request _any_ position within the parent menu item, and then our FindBestWindowPosForPopup() function will move the new menu outside the parent bounds.
|
||||
// Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds.
|
||||
// This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
|
||||
ImGuiWindow* parent_window = window->ParentWindow;
|
||||
float horizontal_overlap = g.Style.ItemSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).
|
||||
float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).
|
||||
ImRect r_outer = GetWindowAllowedExtentRect(window);
|
||||
ImRect r_avoid;
|
||||
if (parent_window->DC.MenuBarAppending)
|
||||
@ -13276,7 +13288,7 @@ void ImGui::LogToFile(int max_depth, const char* filename)
|
||||
g.LogFile = ImFileOpen(filename, "ab");
|
||||
if (g.LogFile == NULL)
|
||||
{
|
||||
IM_ASSERT(g.LogFile != NULL); // Consider this an error
|
||||
IM_ASSERT(0);
|
||||
return;
|
||||
}
|
||||
g.LogEnabled = true;
|
||||
|
1
imgui.h
1
imgui.h
@ -632,6 +632,7 @@ namespace ImGui
|
||||
IMGUI_API bool IsItemClicked(int mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered()
|
||||
IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
|
||||
IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets.
|
||||
IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).
|
||||
IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing.
|
||||
IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
|
||||
IMGUI_API bool IsAnyItemHovered();
|
||||
|
@ -1475,7 +1475,7 @@ static void ShowDemoWindowWidgets()
|
||||
static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f };
|
||||
ImGui::RadioButton("Text", &item_type, 0);
|
||||
ImGui::RadioButton("Button", &item_type, 1);
|
||||
ImGui::RadioButton("CheckBox", &item_type, 2);
|
||||
ImGui::RadioButton("Checkbox", &item_type, 2);
|
||||
ImGui::RadioButton("SliderFloat", &item_type, 3);
|
||||
ImGui::RadioButton("ColorEdit4", &item_type, 4);
|
||||
ImGui::RadioButton("ListBox", &item_type, 5);
|
||||
@ -1483,7 +1483,7 @@ static void ShowDemoWindowWidgets()
|
||||
bool ret = false;
|
||||
if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction
|
||||
if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button
|
||||
if (item_type == 2) { ret = ImGui::Checkbox("ITEM: CheckBox", &b); } // Testing checkbox
|
||||
if (item_type == 2) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox
|
||||
if (item_type == 3) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item
|
||||
if (item_type == 4) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged)
|
||||
if (item_type == 5) { const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); }
|
||||
@ -1497,6 +1497,7 @@ static void ShowDemoWindowWidgets()
|
||||
"IsItemHovered(_RectOnly) = %d\n"
|
||||
"IsItemActive() = %d\n"
|
||||
"IsItemEdited() = %d\n"
|
||||
"IsItemActivated() = %d\n"
|
||||
"IsItemDeactivated() = %d\n"
|
||||
"IsItemDeactivatedEdit() = %d\n"
|
||||
"IsItemVisible() = %d\n"
|
||||
@ -1512,6 +1513,7 @@ static void ShowDemoWindowWidgets()
|
||||
ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly),
|
||||
ImGui::IsItemActive(),
|
||||
ImGui::IsItemEdited(),
|
||||
ImGui::IsItemActivated(),
|
||||
ImGui::IsItemDeactivated(),
|
||||
ImGui::IsItemDeactivatedAfterEdit(),
|
||||
ImGui::IsItemVisible(),
|
||||
@ -2983,7 +2985,8 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
||||
ImGui::InputFloat("Font offset", &font->DisplayOffset.y, 1, 1, "%.0f");
|
||||
ImGui::Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
|
||||
ImGui::Text("Fallback character: '%c' (%d)", font->FallbackChar, font->FallbackChar);
|
||||
ImGui::Text("Texture surface: %d pixels (approx) ~ %dx%d", font->MetricsTotalSurface, (int)sqrtf((float)font->MetricsTotalSurface), (int)sqrtf((float)font->MetricsTotalSurface));
|
||||
const float surface_sqrt = sqrtf((float)font->MetricsTotalSurface);
|
||||
ImGui::Text("Texture surface: %d pixels (approx) ~ %dx%d", font->MetricsTotalSurface, (int)surface_sqrt, (int)surface_sqrt);
|
||||
for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
|
||||
if (ImFontConfig* cfg = &font->ConfigData[config_i])
|
||||
ImGui::BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d", config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH);
|
||||
@ -3978,7 +3981,7 @@ static void ShowExampleAppCustomRendering(bool* p_open)
|
||||
float th = (n == 0) ? 1.0f : thickness;
|
||||
draw_list->AddCircle(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 6, th); x += sz+spacing; // Hexagon
|
||||
draw_list->AddCircle(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 20, th); x += sz+spacing; // Circle
|
||||
draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 0.0f, ImDrawCornerFlags_All, th); x += sz+spacing;
|
||||
draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 0.0f, ImDrawCornerFlags_All, th); x += sz+spacing;
|
||||
draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ImDrawCornerFlags_All, th); x += sz+spacing;
|
||||
draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotRight, th); x += sz+spacing;
|
||||
draw_list->AddTriangle(ImVec2(x+sz*0.5f, y), ImVec2(x+sz,y+sz-0.5f), ImVec2(x,y+sz-0.5f), col32, th); x += sz+spacing;
|
||||
|
@ -597,7 +597,7 @@ struct IMGUI_API ImGuiInputTextState
|
||||
void CursorClamp() { StbState.cursor = ImMin(StbState.cursor, CurLenW); StbState.select_start = ImMin(StbState.select_start, CurLenW); StbState.select_end = ImMin(StbState.select_end, CurLenW); }
|
||||
bool HasSelection() const { return StbState.select_start != StbState.select_end; }
|
||||
void ClearSelection() { StbState.select_start = StbState.select_end = StbState.cursor; }
|
||||
void SelectAll() { StbState.select_start = 0; StbState.cursor = StbState.select_end = CurLenW; StbState.has_preferred_x = false; }
|
||||
void SelectAll() { StbState.select_start = 0; StbState.cursor = StbState.select_end = CurLenW; StbState.has_preferred_x = 0; }
|
||||
void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation
|
||||
};
|
||||
|
||||
@ -1708,7 +1708,7 @@ namespace ImGui
|
||||
IMGUI_API void ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags);
|
||||
|
||||
// Plot
|
||||
IMGUI_API void PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size);
|
||||
IMGUI_API void PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size);
|
||||
|
||||
// Shade functions (write over already created vertices)
|
||||
IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1);
|
||||
|
@ -928,7 +928,6 @@ bool ImGui::Checkbox(const char* label, bool* v)
|
||||
|
||||
const float square_sz = GetFrameHeight();
|
||||
const ImVec2 pos = window->DC.CursorPos;
|
||||
const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz));
|
||||
const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f));
|
||||
ItemSize(total_bb, style.FramePadding.y);
|
||||
if (!ItemAdd(total_bb, id))
|
||||
@ -942,6 +941,7 @@ bool ImGui::Checkbox(const char* label, bool* v)
|
||||
MarkItemEdited(id);
|
||||
}
|
||||
|
||||
const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz));
|
||||
RenderNavHighlight(total_bb, id);
|
||||
RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding);
|
||||
if (*v)
|
||||
@ -1886,7 +1886,6 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, floa
|
||||
|
||||
const ImVec2 label_size = CalcTextSize(label, NULL, true);
|
||||
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f));
|
||||
const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding);
|
||||
const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
|
||||
|
||||
ItemSize(total_bb, style.FramePadding.y);
|
||||
@ -1941,7 +1940,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, floa
|
||||
RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f));
|
||||
|
||||
if (label_size.x > 0.0f)
|
||||
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label);
|
||||
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
|
||||
|
||||
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags);
|
||||
return value_changed;
|
||||
@ -1962,7 +1961,7 @@ bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* v, int
|
||||
for (int i = 0; i < components; i++)
|
||||
{
|
||||
PushID(i);
|
||||
value_changed |= DragScalar("##v", data_type, v, v_speed, v_min, v_max, format, power);
|
||||
value_changed |= DragScalar("", data_type, v, v_speed, v_min, v_max, format, power);
|
||||
SameLine(0, g.Style.ItemInnerSpacing.x);
|
||||
PopID();
|
||||
PopItemWidth();
|
||||
@ -2399,7 +2398,7 @@ bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, i
|
||||
for (int i = 0; i < components; i++)
|
||||
{
|
||||
PushID(i);
|
||||
value_changed |= SliderScalar("##v", data_type, v, v_min, v_max, format, power);
|
||||
value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, power);
|
||||
SameLine(0, g.Style.ItemInnerSpacing.x);
|
||||
PopID();
|
||||
PopItemWidth();
|
||||
@ -2732,7 +2731,7 @@ bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* v, in
|
||||
for (int i = 0; i < components; i++)
|
||||
{
|
||||
PushID(i);
|
||||
value_changed |= InputScalar("##v", data_type, v, step, step_fast, format, flags);
|
||||
value_changed |= InputScalar("", data_type, v, step, step_fast, format, flags);
|
||||
SameLine(0, g.Style.ItemInnerSpacing.x);
|
||||
PopID();
|
||||
PopItemWidth();
|
||||
@ -3170,7 +3169,12 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
|
||||
ImGuiWindow* draw_window = window;
|
||||
if (is_multiline)
|
||||
{
|
||||
ItemAdd(total_bb, id, &frame_bb);
|
||||
if (!ItemAdd(total_bb, id, &frame_bb))
|
||||
{
|
||||
ItemSize(total_bb, style.FramePadding.y);
|
||||
EndGroup();
|
||||
return false;
|
||||
}
|
||||
if (!BeginChildFrame(id, frame_bb.GetSize()))
|
||||
{
|
||||
EndChildFrame();
|
||||
@ -3257,7 +3261,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
|
||||
select_all = true;
|
||||
}
|
||||
if (flags & ImGuiInputTextFlags_AlwaysInsertMode)
|
||||
edit_state.StbState.insert_mode = true;
|
||||
edit_state.StbState.insert_mode = 1;
|
||||
if (!is_multiline && (focus_requested_by_tab || (user_clicked && io.KeyCtrl)))
|
||||
select_all = true;
|
||||
}
|
||||
@ -5051,7 +5055,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
|
||||
// Fill horizontal space.
|
||||
ImVec2 window_padding = window->WindowPadding;
|
||||
float max_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? GetWindowContentRegionMax().x : GetContentRegionMax().x;
|
||||
float w_draw = ImMax(label_size.x, window->Pos.x + max_x - window_padding.x - window->DC.CursorPos.x);
|
||||
float w_draw = ImMax(label_size.x, window->Pos.x + max_x - window_padding.x - pos.x);
|
||||
ImVec2 size_draw((size_arg.x != 0 && !(flags & ImGuiSelectableFlags_DrawFillAvailWidth)) ? size_arg.x : w_draw, size_arg.y != 0.0f ? size_arg.y : size.y);
|
||||
ImRect bb(pos, pos + size_draw);
|
||||
if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_DrawFillAvailWidth))
|
||||
@ -5157,6 +5161,13 @@ bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg)
|
||||
ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
|
||||
window->DC.LastItemRect = bb; // Forward storage for ListBoxFooter.. dodgy.
|
||||
|
||||
if (!IsRectVisible(bb.Min, bb.Max))
|
||||
{
|
||||
ItemSize(bb.GetSize(), style.FramePadding.y);
|
||||
ItemAdd(bb, 0, &frame_bb);
|
||||
return false;
|
||||
}
|
||||
|
||||
BeginGroup();
|
||||
if (label_size.x > 0)
|
||||
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
|
||||
@ -5249,7 +5260,7 @@ bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(v
|
||||
// - PlotHistogram()
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size)
|
||||
void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
if (window->SkipItems)
|
||||
@ -5257,20 +5268,21 @@ void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_ge
|
||||
|
||||
ImGuiContext& g = *GImGui;
|
||||
const ImGuiStyle& style = g.Style;
|
||||
const ImGuiID id = window->GetID(label);
|
||||
|
||||
const ImVec2 label_size = CalcTextSize(label, NULL, true);
|
||||
if (graph_size.x == 0.0f)
|
||||
graph_size.x = CalcItemWidth();
|
||||
if (graph_size.y == 0.0f)
|
||||
graph_size.y = label_size.y + (style.FramePadding.y * 2);
|
||||
if (frame_size.x == 0.0f)
|
||||
frame_size.x = CalcItemWidth();
|
||||
if (frame_size.y == 0.0f)
|
||||
frame_size.y = label_size.y + (style.FramePadding.y * 2);
|
||||
|
||||
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(graph_size.x, graph_size.y));
|
||||
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);
|
||||
const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding);
|
||||
const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0));
|
||||
ItemSize(total_bb, style.FramePadding.y);
|
||||
if (!ItemAdd(total_bb, 0, &frame_bb))
|
||||
return;
|
||||
const bool hovered = ItemHoverable(inner_bb, 0);
|
||||
const bool hovered = ItemHoverable(frame_bb, id);
|
||||
|
||||
// Determine scale from values if not specified
|
||||
if (scale_min == FLT_MAX || scale_max == FLT_MAX)
|
||||
@ -5293,12 +5305,12 @@ void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_ge
|
||||
|
||||
if (values_count > 0)
|
||||
{
|
||||
int res_w = ImMin((int)graph_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0);
|
||||
int res_w = ImMin((int)frame_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0);
|
||||
int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0);
|
||||
|
||||
// Tooltip on hover
|
||||
int v_hovered = -1;
|
||||
if (hovered)
|
||||
if (hovered && inner_bb.Contains(g.IO.MousePos))
|
||||
{
|
||||
const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f);
|
||||
const int v_idx = (int)(t * item_count);
|
||||
@ -5609,7 +5621,9 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
|
||||
if (menuset_is_open)
|
||||
g.NavWindow = window; // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent)
|
||||
|
||||
// The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu (using FindBestWindowPosForPopup).
|
||||
// The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu,
|
||||
// However the final position is going to be different! It is choosen by FindBestWindowPosForPopup().
|
||||
// e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering.
|
||||
ImVec2 popup_pos, pos = window->DC.CursorPos;
|
||||
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
|
||||
{
|
||||
@ -5649,13 +5663,14 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
|
||||
{
|
||||
if (ImGuiWindow* next_window = g.OpenPopupStack[g.BeginPopupStack.Size].Window)
|
||||
{
|
||||
// FIXME-DPI: Values should be derived from a master "scale" factor.
|
||||
ImRect next_window_rect = next_window->Rect();
|
||||
ImVec2 ta = g.IO.MousePos - g.IO.MouseDelta;
|
||||
ImVec2 tb = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR();
|
||||
ImVec2 tc = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR();
|
||||
float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, 5.0f, 30.0f); // add a bit of extra slack.
|
||||
ta.x += (window->Pos.x < next_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues
|
||||
tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -100.0f); // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale?
|
||||
ta.x += (window->Pos.x < next_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues
|
||||
tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -100.0f); // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale?
|
||||
tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +100.0f);
|
||||
moving_within_opened_triangle = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos);
|
||||
//window->DrawList->PushClipRectFullScreen(); window->DrawList->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); window->DrawList->PopClipRect(); // Debug
|
||||
|
@ -1132,7 +1132,13 @@ static void stb_textedit_discard_redo(StbUndoState *state)
|
||||
state->undo_rec[i].char_storage += n;
|
||||
}
|
||||
// now move all the redo records towards the end of the buffer; the first one is at 'redo_point'
|
||||
STB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, (size_t) ((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point)*sizeof(state->undo_rec[0])));
|
||||
size_t move_size = (size_t)((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0]));
|
||||
const char* buf_begin = (char*)state->undo_rec; (void)buf_begin;
|
||||
const char* buf_end = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end;
|
||||
IM_ASSERT(((char*)(state->undo_rec + state->redo_point)) >= buf_begin);
|
||||
IM_ASSERT(((char*)(state->undo_rec + state->redo_point + 1) + move_size) <= buf_end);
|
||||
STB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, move_size);
|
||||
|
||||
// now move redo_point to point to the new one
|
||||
++state->redo_point;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user