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https://github.com/ocornut/imgui.git
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Merge branch 'master' into viewport
# Conflicts: # imgui.cpp
This commit is contained in:
commit
6b4f6cd2c5
@ -238,6 +238,7 @@ The library started its life and is best known as "ImGui" only due to the fact t
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<b>How can I tell whether to dispatch mouse/keyboard to imgui or to my application?</b>
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<br><b>How can I display an image? What is ImTextureID, how does it works?</b>
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<br><b>How can I have multiple widgets with the same label or without a label? A primer on labels and the ID Stack.</b>
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<br><b>How can I use my own math types instead of ImVec2/ImVec4?</b>
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<br><b>How can I load a different font than the default?</b>
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<br><b>How can I easily use icons in my application?</b>
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<br><b>How can I load multiple fonts?</b>
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@ -48,7 +48,7 @@
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//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
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//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
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//---- Define constructor and implicit cast operators to convert back<>forth from your math types and ImVec2/ImVec4.
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//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4.
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// This will be inlined as part of ImVec2 and ImVec4 class declarations.
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/*
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#define IM_VEC2_CLASS_EXTRA \
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62
imgui.cpp
62
imgui.cpp
@ -32,6 +32,7 @@
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- How can I tell whether to dispatch mouse/keyboard to imgui or to my application?
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- How can I display an image? What is ImTextureID, how does it works?
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- How can I have multiple widgets with the same label or without a label? A primer on labels and the ID Stack.
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- How can I use my own math types instead of ImVec2/ImVec4?
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- How can I load a different font than the default?
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- How can I easily use icons in my application?
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- How can I load multiple fonts?
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@ -696,6 +697,10 @@
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e.g. when displaying a list of objects, using indices or pointers as ID will preserve the
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node open/closed state differently. See what makes more sense in your situation!
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Q: How can I use my own math types instead of ImVec2/ImVec4?
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A: You can edit imconfig.h and setup the IM_VEC2_CLASS_EXTRA/IM_VEC4_CLASS_EXTRA macros to add implicit type conversions.
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This way you'll be able to use your own types everywhere, e.g. passsing glm::vec2 to ImGui functions instead of ImVec2.
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Q: How can I load a different font than the default?
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A: Use the font atlas to load the TTF/OTF file you want:
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ImGuiIO& io = ImGui::GetIO();
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@ -2135,6 +2140,7 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name)
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CollapseToggleWanted = false;
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SkipItems = false;
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Appearing = false;
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Hidden = false;
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HasCloseButton = false;
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BeginOrderWithinParent = -1;
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BeginOrderWithinContext = -1;
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@ -2144,7 +2150,7 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name)
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AutoFitOnlyGrows = false;
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AutoFitChildAxises = 0x00;
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AutoPosLastDirection = ImGuiDir_None;
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HiddenFrames = 0;
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HiddenFramesRegular = HiddenFramesForResize = 0;
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SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
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SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
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@ -3958,7 +3964,7 @@ static void ImGui::UpdateViewports()
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static bool IsWindowActiveAndVisible(ImGuiWindow* window)
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{
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return (window->HiddenFrames == 0) && (window->Active);
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return (window->Active) && (!window->Hidden);
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}
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void ImGui::UpdatePlatformWindows()
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@ -5605,7 +5611,7 @@ static void FindHoveredWindow()
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for (int i = g.Windows.Size - 1; i >= 0; i--)
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{
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ImGuiWindow* window = g.Windows[i];
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if (!window->Active)
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if (!window->Active || window->Hidden)
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continue;
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if (window->Flags & ImGuiWindowFlags_NoInputs)
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continue;
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@ -5936,7 +5942,8 @@ void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_
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if (window->Active)
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{
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// Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one.
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window->HiddenFrames = 1;
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window->Hidden = true;
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window->HiddenFramesRegular = 1;
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ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount);
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}
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ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip|ImGuiWindowFlags_NoInputs|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoNav;
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@ -7109,7 +7116,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Update the Appearing flag
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bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
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const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFrames > 0);
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const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesForResize > 0);
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if (flags & ImGuiWindowFlags_Popup)
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{
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ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.CurrentPopupStack.Size];
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@ -7205,18 +7212,20 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Update contents size from last frame for auto-fitting (or use explicit size)
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window->SizeContents = CalcSizeContents(window);
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if (window->HiddenFrames > 0)
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window->HiddenFrames--;
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if (window->HiddenFramesRegular > 0)
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window->HiddenFramesRegular--;
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if (window->HiddenFramesForResize > 0)
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window->HiddenFramesForResize--;
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// Hide new windows for one frame until they calculate their size
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if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api))
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window->HiddenFrames = 1;
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window->HiddenFramesForResize = 1;
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// Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows)
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// We reset Size/SizeContents for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size.
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if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0)
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{
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window->HiddenFrames = 1;
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window->HiddenFramesForResize = 1;
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if (flags & ImGuiWindowFlags_AlwaysAutoResize)
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{
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if (!window_size_x_set_by_api)
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@ -7328,7 +7337,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->Pos = parent_window->DC.CursorPos;
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}
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const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFrames == 0);
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const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesForResize == 0);
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if (window_pos_with_pivot)
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SetWindowPos(window, ImMax(style.DisplaySafeAreaPadding, window->SetWindowPosVal - window->SizeFull * window->SetWindowPosPivot), 0); // Position given a pivot (e.g. for centering)
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else if ((flags & ImGuiWindowFlags_ChildMenu) != 0)
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@ -7459,7 +7468,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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PushClipRect(viewport_rect.Min, viewport_rect.Max, true);
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// Draw modal or window list full viewport dimming background (for other viewports we'll render them in EndFrame)
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const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetFrontMostPopupModal() && window->HiddenFrames <= 0;
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const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetFrontMostPopupModal() && window->HiddenFramesForResize <= 0;
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const bool dim_bg_for_window_list = g.NavWindowingTargetAnim && ((window == g.NavWindowingTargetAnim->RootWindow) || (g.NavWindowingList && (window == g.NavWindowingList) && g.NavWindowingList->Viewport != g.NavWindowingTargetAnim->Viewport));
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if (dim_bg_for_modal || dim_bg_for_window_list)
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{
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@ -7724,29 +7733,31 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->BeginCount++;
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g.NextWindowData.Clear();
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if (flags & ImGuiWindowFlags_ChildWindow)
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{
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// Child window can be out of sight and have "negative" clip windows.
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// Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
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IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0);
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window->Collapsed = parent_window && parent_window->Collapsed;
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if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
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window->Collapsed |= (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y);
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if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
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window->HiddenFramesRegular = 1;
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// We also hide the window from rendering because we've already added its border to the command list.
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// (we could perform the check earlier in the function but it is simpler at this point)
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if (window->Collapsed)
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window->Active = false;
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// Completely hide along with parent or if parent is collapsed
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if (parent_window && (parent_window->Collapsed || parent_window->Hidden))
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window->HiddenFramesRegular = 1;
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}
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// Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point)
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if (style.Alpha <= 0.0f)
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window->Active = false;
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window->HiddenFramesRegular = 1;
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// Update the Hidden flag
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window->Hidden = (window->HiddenFramesRegular > 0) || (window->HiddenFramesForResize);
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// Return false if we don't intend to display anything to allow user to perform an early out optimization
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window->SkipItems = (window->Collapsed || !window->Active) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0;
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window->SkipItems = (window->Collapsed || !window->Active || window->Hidden) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesForResize <= 0;
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return !window->SkipItems;
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}
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@ -13977,7 +13988,8 @@ void ImGui::VerticalSeparator()
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LogText(" |");
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}
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bool ImGui::SplitterBehavior(ImGuiID id, const ImRect& bb, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend)
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// Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise.
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bool ImGui::SplitterBehavior(ImGuiID id, const ImRect& bb, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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@ -13996,7 +14008,7 @@ bool ImGui::SplitterBehavior(ImGuiID id, const ImRect& bb, ImGuiAxis axis, float
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if (g.ActiveId != id)
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SetItemAllowOverlap();
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if (held || (g.HoveredId == id && g.HoveredIdPreviousFrame == id))
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if (held || (g.HoveredId == id && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay))
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SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW);
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ImRect bb_render = bb;
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@ -14020,7 +14032,7 @@ bool ImGui::SplitterBehavior(ImGuiID id, const ImRect& bb, ImGuiAxis axis, float
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}
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// Render
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const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
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const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
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window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, g.Style.FrameRounding);
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return held;
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@ -14675,7 +14687,7 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
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{
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ImGuiWindow* tooltip_window = g.CurrentWindow;
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tooltip_window->SkipItems = true;
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tooltip_window->HiddenFrames = 1;
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tooltip_window->HiddenFramesRegular = 1;
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}
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}
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@ -15106,7 +15118,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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(flags & ImGuiWindowFlags_NoInputs) ? "NoInputs":"", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : "");
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ImGui::BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f)", window->Scroll.x, GetScrollMaxX(window), window->Scroll.y, GetScrollMaxY(window));
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ImGui::BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);
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ImGui::BulletText("Appearing: %d, Hidden: %d (Reg %d Resize %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesRegular, window->HiddenFramesForResize, window->SkipItems);
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ImGui::BulletText("NavLastIds: 0x%08X,0x%08X, NavLayerActiveMask: %X", window->NavLastIds[0], window->NavLastIds[1], window->DC.NavLayerActiveMask);
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ImGui::BulletText("NavLastChildNavWindow: %s", window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
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if (!window->NavRectRel[0].IsInverted())
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@ -1040,6 +1040,7 @@ struct IMGUI_API ImGuiWindow
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bool CollapseToggleWanted;
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bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed)
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bool Appearing; // Set during the frame where the window is appearing (or re-appearing)
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bool Hidden; // Do not display (== (HiddenFramesForResize > 0) ||
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bool HasCloseButton; // Set when the window has a close button (p_open != NULL)
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int BeginOrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0.
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int BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues.
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@ -1049,7 +1050,8 @@ struct IMGUI_API ImGuiWindow
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bool AutoFitOnlyGrows;
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int AutoFitChildAxises;
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ImGuiDir AutoPosLastDirection;
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int HiddenFrames;
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int HiddenFramesRegular; // Hide the window for N frames
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int HiddenFramesForResize; // Hide the window for N frames while allowing items to be submitted so we can measure their size
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ImGuiCond SetWindowPosAllowFlags; // store acceptable condition flags for SetNextWindowPos() use.
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ImGuiCond SetWindowSizeAllowFlags; // store acceptable condition flags for SetNextWindowSize() use.
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ImGuiCond SetWindowCollapsedAllowFlags; // store acceptable condition flags for SetNextWindowCollapsed() use.
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@ -1210,7 +1212,7 @@ namespace ImGui
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IMGUI_API void Scrollbar(ImGuiLayoutType direction);
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IMGUI_API void VerticalSeparator(); // Vertical separator, for menu bars (use current line height). not exposed because it is misleading what it doesn't have an effect on regular layout.
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IMGUI_API bool SplitterBehavior(ImGuiID id, const ImRect& bb, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f);
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IMGUI_API bool SplitterBehavior(ImGuiID id, const ImRect& bb, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f);
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IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id);
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IMGUI_API void ClearDragDrop();
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