mirror of
https://github.com/ocornut/imgui.git
synced 2024-12-03 21:59:15 +08:00
Merge branch 'master' into viewport
# Conflicts: # examples/opengl3_example/imgui_impl_glfw_gl3.cpp # examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp # imgui.cpp
This commit is contained in:
commit
93b032ea92
@ -1,28 +1,19 @@
|
||||
dear imgui
|
||||
CHANGELOG
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
This document holds the user-facing changelog that we also use in release notes.
|
||||
We generally fold multiple commits pertaining to the same topic as a single entry.
|
||||
Changes to the examples/bindings are included within the individual .cpp files in the examples/ folder.
|
||||
|
||||
This document holds the programmer changelog that we also use in release notes.
|
||||
We generally fold multiple commits pertaining to the same topic as a single entry, and simplify various things.
|
||||
|
||||
Release notes: (with links and screenshots)
|
||||
https://github.com/ocornut/imgui/releases
|
||||
|
||||
Changes to the examples/bindings are included within the individual .cpp files in examples.
|
||||
|
||||
Individual commits:
|
||||
https://github.com/ocornut/imgui/commits/master
|
||||
|
||||
Report issues, ask questions:
|
||||
https://github.com/ocornut/imgui/issues
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
RELEASE NOTES: https://github.com/ocornut/imgui/releases
|
||||
REPORT ISSUES, ASK QUESTIONS: https://github.com/ocornut/imgui/issues
|
||||
COMMITS HISTORY: https://github.com/ocornut/imgui/commits/master
|
||||
|
||||
WHEN TO UPDATE?
|
||||
|
||||
It is generally safe to sync to the latest commit in master. The library is fairly stable and regressions tends to be fixed fast when reported.
|
||||
Keeping your copy of dear imgui updated once in a while is recommended.
|
||||
- Keeping your copy of dear imgui updated once in a while is recommended.
|
||||
- It is generally safe to sync to the latest commit in master.
|
||||
The library is fairly stable and regressions tends to be fixed fast when reported.
|
||||
|
||||
HOW TO UPDATE?
|
||||
|
||||
@ -32,27 +23,34 @@ HOW TO UPDATE?
|
||||
- If you have a problem with a missing function/symbols, search for its name in the code, there will likely be a comment about it.
|
||||
- If you are dropping this repository in your codebase, please leave the demo and text files in there, they will be useful.
|
||||
- You may diff your previous Changelog with the one you just copied and read that diff.
|
||||
- You may enable `IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in imconfig.h to forcefully disable legacy names and symbols. Doing it every once in a while is a good way to make sure you are not using obsolete symbols. Dear ImGui is in active development API updates have a little more frequent lately. They are carefully documented and should not affect all users.
|
||||
- You may enable `IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in imconfig.h to forcefully disable legacy names and symbols.
|
||||
Doing it every once in a while is a good way to make sure you are not using obsolete symbols. Dear ImGui is in active development,
|
||||
and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users.
|
||||
- Please report any issue!
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
VERSION 1.62 WIP (IN PROGRESS)
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.62 WIP (IN PROGRESS)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Breaking Changes:
|
||||
|
||||
Other Changes:
|
||||
|
||||
- Nav: To keep the navigated item in view we also attempt to scroll the parent window as well as the current window. (#787)
|
||||
- Nav: Added support for PageUp/PageDown (explorer-style: first aim at bottom/top most item, when scroll a page worth of contents). (#787)
|
||||
- TreeNode: Fixed nodes with ImGuiTreeNodeFlags_Leaf flag always returning true which was meaningless.
|
||||
- ColorEdit3, ColorEdit4, ColorButton: Added ImGuiColorEditFlags_NoDragDrop flag to disable ColorEditX as drag target and ColorButton as drag source. (#1826)
|
||||
- BeginDragDropSource(): Offset tooltip position so it is off the mouse cursor, but also closer to it than regular tooltips, and not clamped by viewport. (#1739)
|
||||
- BeginDragDropTarget(): Added ImGuiDragDropFlags_AcceptNoPreviewTooltip flag to request hiding the drag source tooltip from the target site. (#143)
|
||||
- BeginCombo(), BeginMainMenuBar(), BeginChildFrame(): Temporary style modification are restored at the end of BeginXXX instead of EndXXX, to not affect tooltips and child windows.
|
||||
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
|
||||
- Internals: PushItemFlag() flags are inherited by BeginChild().
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
VERSION 1.61 (Released 2018-05-14)
|
||||
VERSION 1.61 (Released 2018-05-14)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Breaking Changes:
|
||||
|
||||
@ -108,9 +106,11 @@ Other Changes:
|
||||
- Examples: SDL: Fixed clipboard paste memory leak in the SDL binding code. (#1803) [@eliasdaler]
|
||||
- Various minor fixes, tweaks, refactoring, comments.
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.60 (Released 2018-04-07)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
VERSION 1.60 (Released 2018-04-07)
|
||||
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.60
|
||||
|
||||
The gamepad/keyboard navigation branch (which has been in the work since July 2016) has been merged.
|
||||
@ -300,9 +300,11 @@ Other Changes:
|
||||
- Examples: Visual Studio: Disabled extraneous function-level check in Release build.
|
||||
- Various fixes, tweaks, internal refactoring, optimizations, comments.
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.53 (Released 2017-12-25)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
VERSION 1.53 (Released 2017-12-25)
|
||||
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.53
|
||||
|
||||
Breaking Changes:
|
||||
@ -438,9 +440,11 @@ Other Changes:
|
||||
- Fix for using alloca() in "Clang with Microsoft Codechain" mode.
|
||||
- Various fixes, optimizations, comments.
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.52 (2017-10-27)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
VERSION 1.52 (2017-10-27)
|
||||
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.52
|
||||
|
||||
Breaking Changes:
|
||||
@ -539,9 +543,11 @@ Beta Navigation Branch:
|
||||
- Nav: More consistently drawing a (thin) navigation rectangle hover filled frames such as tree nodes, collapsing header, menus. (#787)
|
||||
- Nav: Various internal refactoring.
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.51 (2017-08-24)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
VERSION 1.51 (2017-08-24)
|
||||
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.51
|
||||
|
||||
Breaking Changes:
|
||||
@ -601,9 +607,11 @@ Other Changes:
|
||||
- Examples: Enabled vsync by default in example applications, so it doesn't confuse people that the sample run at 2000+ fps and waste an entire CPU. (#1213, #1151).
|
||||
- Various other small fixes, tweaks, comments, optimizations.
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.50 (2017-06-02)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
VERSION 1.50 (2017-06-02)
|
||||
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.50
|
||||
|
||||
Breaking Changes:
|
||||
@ -695,9 +703,11 @@ Other Changes:
|
||||
- Added various links to language/engine bindings.
|
||||
- Various other minor fixes, tweaks, comments, optimizations.
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.49 (2016-05-09)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
VERSION 1.49 (2016-05-09)
|
||||
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.49
|
||||
|
||||
Breaking Changes:
|
||||
@ -771,9 +781,11 @@ Other changes:
|
||||
- Examples: SDL: Initialize video+timer subsystem only.
|
||||
- Examples: Apple/iOS: lowered XCode project deployment target from 10.7 to 10.11. (#598, #575)
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.48 (2016-04-09)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
VERSION 1.48 (2016-04-09)
|
||||
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.48
|
||||
|
||||
Breaking Changes:
|
||||
|
16
TODO.txt
16
TODO.txt
@ -160,9 +160,10 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- popups: clicking outside (to close popup) and holding shouldn't drag window below.
|
||||
- popups: add variant using global identifier similar to Begin/End (#402)
|
||||
- popups: border options. richer api like BeginChild() perhaps? (#197)
|
||||
- tooltip: drag and drop with tooltip near monitor edges lose/changes its last direction instead of locking one. The drag and drop tooltip should always follow without changing direction.
|
||||
- tooltip: tooltip that doesn't fit in entire screen seems to lose their "last preferred direction" and may teleport when moving mouse.
|
||||
- tooltip: allow to set the width of a tooltip to allow TextWrapped() etc. while keeping the height automatic.
|
||||
- tooltip: allow tooltips with timers? or general timer policy? (instantaneous vs timed)
|
||||
- tooltip: tooltips with delay timers? or general timer policy? (instantaneous vs timed) (#1485)
|
||||
|
||||
- menus: calling BeginMenu() twice with a same name doesn't append as Begin() does for regular windows (#1207)
|
||||
- menus: menu bars inside modals windows are acting weird.
|
||||
@ -215,9 +216,11 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb)
|
||||
|
||||
- drag and drop: add demo. (#143, #479)
|
||||
- drag and drop: have some way to know when a drag begin from BeginDragDropSource() pov
|
||||
- drag and drop: allow using with other mouse buttons (where activeid won't be set). (#1637)
|
||||
- drag and drop: test with reordering nodes (in a list, or a tree node). (#143)
|
||||
- drag and drop: test integrating with os drag and drop.
|
||||
- drag and drop: make payload optional? (#143)
|
||||
- node/graph editor (#306)
|
||||
- pie menus patterns (#434)
|
||||
- markup: simple markup language for color change? (#902)
|
||||
@ -225,7 +228,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
!- font: need handling of missing glyphs by not packing/rasterizing glyph 0 of a given font.
|
||||
- font: MergeMode: flags to select overwriting or not.
|
||||
- font: MergeMode: duplicate glyphs are stored in the atlas texture which is suboptimal.
|
||||
- font: better vertical centering (based e.g on height of lowercase 'x'?). currently Roboto-Medium size 16 px isn't currently centered. (#1619)
|
||||
- font: free the Alpha buffer if user only requested RGBA.
|
||||
!- font: better CalcTextSizeA() API, at least for simple use cases. current one is horrible (perhaps have simple vs extended versions).
|
||||
- font: a CalcTextHeight() helper could run faster than CalcTextSize().y
|
||||
@ -236,7 +238,8 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- font/atlas: dynamic font atlas to avoid baking huge ranges into bitmap and make scaling easier.
|
||||
- font/atlas: allow user to submit its own primitive to be rectpacked, and allow to map them on a Unicode point.
|
||||
- font: MemoryTTF taking ownership confusing/not obvious, maybe default should be opposite?
|
||||
- font/text: vertical and/or rotated text renderer (#705) - vertical is easier clipping wise
|
||||
- font draw: vertical and/or rotated text renderer (#705) - vertical is easier clipping wise
|
||||
- font draw: need to be able to specify wrap start position.
|
||||
- font: imgui_freetype.h alternative renderer (#618)
|
||||
- font: optimization: for monospace font (like the default one) we can trim IndexXAdvance as long as trailing value is == FallbackXAdvance (need to make sure TAB is still correct).
|
||||
- font: add support for kerning, probably optional. A) perhaps default to (32..128)^2 matrix ~ 9K entries = 36KB, then hash for non-ascii?. B) or sparse lookup into per-char list?
|
||||
@ -249,14 +252,16 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- nav: SetItemDefaultFocus() level of priority, so widget like Selectable when inside a popup could claim a low-priority default focus on the first selected iem
|
||||
- nav: allow input system to be be more tolerant of io.DeltaTime=0.0f
|
||||
- nav: ESC within a menu of a child window seems to exit the child window.
|
||||
- nav: ESC on a flattened child
|
||||
- nav: NavFlattened: ESC on a flattened child should select something.
|
||||
- nav: NavFlattened: broken: in typical usage scenario, the items of a fully clipped child are currently not considered to enter into a NavFlattened child.
|
||||
- nav: NavFlattened: init request doesn't select items that are part of a NavFlattened child
|
||||
- nav: NavFlattened: cannot access menubar of a flattened child window with Alt/menu key (not a very common use case..).
|
||||
- nav: Left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?)
|
||||
- nav: menus: pressing left-right on a vertically clipped menu bar tends to jump to the collapse/close buttons.
|
||||
- nav: menus: allow pressing Menu to leave a sub-menu.
|
||||
- nav: simulate right-click or context activation? (SHIFT+F10)
|
||||
- nav: tabs should go through most/all widgets (in submission order?).
|
||||
- nav: when CTRL-Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering.
|
||||
- nav: cannot access menubar of a flattened child window with Alt/menu key (not a very common use case..).
|
||||
- nav: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys.
|
||||
- nav: when activating a button that changes label (without a static ID) or disappear, can we somehow automatically recover into a nearest highlight item?
|
||||
- nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable.
|
||||
@ -304,6 +309,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- demo: demonstration Plot offset
|
||||
- examples: window minimize, maximize (#583)
|
||||
- examples: provide a zero-framerate/idle example.
|
||||
- examples: apple: apple_example should be using modern GL3.
|
||||
- examples: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // issue: DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440)
|
||||
- optimization: replace vsnprintf with stb_printf? or enable the defines/infrastructure to allow it (#1038)
|
||||
- optimization: add clipping for multi-component widgets (SliderFloatX, ColorEditX, etc.). one problem is that nav branch can't easily clip parent group when there is a move request.
|
||||
|
362
imgui.cpp
362
imgui.cpp
@ -437,7 +437,7 @@
|
||||
======================================
|
||||
|
||||
Q: How can I tell whether to dispatch mouse/keyboard to imgui or to my application?
|
||||
A: You can read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags from the ImGuiIO structure.
|
||||
A: You can read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags from the ImGuiIO structure (e.g. if (ImGui::GetIO().WantCaptureMouse) { ... } )
|
||||
- When 'io.WantCaptureMouse' is set, imgui wants to use your mouse state, and you may want to discard/hide the inputs from the rest of your application.
|
||||
- When 'io.WantCaptureKeyboard' is set, imgui wants to use your keyboard state, and you may want to discard/hide the inputs from the rest of your application.
|
||||
- When 'io.WantTextInput' is set to may want to notify your OS to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console OS).
|
||||
@ -452,31 +452,111 @@
|
||||
were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.)
|
||||
|
||||
Q: How can I display an image? What is ImTextureID, how does it works?
|
||||
A: ImTextureID is a void* used to pass renderer-agnostic texture references around until it hits your render function.
|
||||
Dear ImGui knows nothing about what those bits represent, it just passes them around. It is up to you to decide what you want the void* to carry!
|
||||
It could be an identifier to your OpenGL texture (cast GLuint to void*), a pointer to your custom engine material (cast MyMaterial* to void*), etc.
|
||||
At the end of the chain, your renderer takes this void* to cast it back into whatever it needs to select a current texture to render.
|
||||
Refer to examples applications, where each renderer (in a imgui_impl_xxxx.cpp file) is treating ImTextureID as a different thing.
|
||||
(C++ tip: OpenGL uses integers to identify textures. You can safely store an integer into a void*, just cast it to void*, don't take it's address!)
|
||||
To display a custom image/texture within an ImGui window, you may use ImGui::Image(), ImGui::ImageButton(), ImDrawList::AddImage() functions.
|
||||
Dear ImGui will generate the geometry and draw calls using the ImTextureID that you passed and which your renderer can use.
|
||||
You may call ImGui::ShowMetricsWindow() to explore active draw lists and visualize/understand how the draw data is generated.
|
||||
It is your responsibility to get textures uploaded to your GPU.
|
||||
A: Short explanation:
|
||||
- You may use functions such as ImGui::Image(), ImGui::ImageButton() or lower-level ImDrawList::AddImage() to emit draw calls that will use your own textures.
|
||||
- Actual textures are identified in a way that is up to the user/engine.
|
||||
- Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason).
|
||||
Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward.
|
||||
|
||||
Long explanation:
|
||||
- Dear ImGui's job is to create "meshes", defined in a renderer-agnostic format made of draw commands and vertices.
|
||||
At the end of the frame those meshes (ImDrawList) will be displayed by your rendering function. They are made up of textured polygons and the code
|
||||
to render them is generally fairly short (a few dozen lines). In the examples/ folder we provide functions for popular graphics API (OpenGL, DirectX, etc.).
|
||||
- Each rendering function decides on a data type to represent "textures". The concept of what is a "texture" is entirely tied to your underlying engine/graphics API.
|
||||
We carry the information to identify a "texture" in the ImTextureID type.
|
||||
ImTextureID is nothing more that a void*, aka 4/8 bytes worth of data: just enough to store 1 pointer or 1 integer of your choice.
|
||||
Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely pass ImTextureID values until they reach your rendering function.
|
||||
- In the examples/ bindings, for each graphics API binding we decided on a type that is likely to be a good representation for specifying
|
||||
an image from the end-user perspective. This is what the _examples_ rendering functions are using:
|
||||
|
||||
OpenGL: ImTextureID = GLuint (see ImGui_ImplGlfwGL3_RenderDrawData() function in imgui_impl_glfw_gl3.cpp)
|
||||
DirectX9: ImTextureID = LPDIRECT3DTEXTURE9 (see ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp)
|
||||
DirectX11: ImTextureID = ID3D11ShaderResourceView* (see ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp)
|
||||
DirectX12: ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE (see ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp)
|
||||
|
||||
For example, in the OpenGL example binding we store raw OpenGL texture identifier (GLuint) inside ImTextureID.
|
||||
Whereas in the DirectX11 example binding we store a pointer to ID3D11ShaderResourceView inside ImTextureID, which is a higher-level structure
|
||||
tying together both the texture and information about its format and how to read it.
|
||||
- If you have a custom engine built over e.g. OpenGL, instead of passing GLuint around you may decide to use a high-level data type to carry information about
|
||||
the texture as well as how to display it (shaders, etc.). The decision of what to use as ImTextureID can always be made better knowing how your codebase
|
||||
is designed. If your engine has high-level data types for "textures" and "material" then you may want to use them.
|
||||
If you are starting with OpenGL or DirectX or Vulkan and haven't built much of a rendering engine over them, keeping the default ImTextureID
|
||||
representation suggested by the example bindings is probably the best choice.
|
||||
(Advanced users may also decide to keep a low-level type in ImTextureID, and use ImDrawList callback and pass information to their renderer)
|
||||
|
||||
User code may do:
|
||||
|
||||
// Cast our texture type to ImTextureID / void*
|
||||
MyTexture* texture = g_CoffeeTableTexture;
|
||||
ImGui::Image((void*)texture, ImVec2(texture->Width, texture->Height));
|
||||
|
||||
The renderer function called after ImGui::Render() will receive that same value that the user code passed:
|
||||
|
||||
// Cast ImTextureID / void* stored in the draw command as our texture type
|
||||
MyTexture* texture = (MyTexture*)pcmd->TextureId;
|
||||
MyEngineBindTexture2D(texture);
|
||||
|
||||
Once you understand this design you will understand that loading image files and turning them into displayable textures is not within the scope of Dear ImGui.
|
||||
This is by design and is actually a good thing, because it means your code has full control over your data types and how you display them.
|
||||
If you want to display an image file (e.g. PNG file) into the screen, please refer to documentation and tutorials for the graphics API you are using.
|
||||
|
||||
Here's a simplified OpenGL example using stb_image.h:
|
||||
|
||||
// Use stb_image.h to load a PNG from disk and turn it into raw RGBA pixel data:
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include <stb_image.h>
|
||||
[...]
|
||||
int my_image_width, my_image_height;
|
||||
unsigned char* my_image_data = stbi_load("my_image.png", &my_image_width, &my_image_height, NULL, 4);
|
||||
|
||||
// Turn the RGBA pixel data into an OpenGL texture:
|
||||
GLuint my_opengl_texture;
|
||||
glGenTextures(1, &my_opengl_texture);
|
||||
glBindTexture(GL_TEXTURE_2D, my_opengl_texture);
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image_width, image_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data);
|
||||
|
||||
// Now that we have an OpenGL texture, assuming our imgui rendering function (imgui_impl_xxx.cpp file) takes GLuint as ImTextureID, we can display it:
|
||||
ImGui::Image((void*)(intptr_t)my_opengl_texture, ImVec2(my_image_width, my_image_height));
|
||||
|
||||
C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTexture / void*, and vice-versa.
|
||||
Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTexture / void*.
|
||||
Examples:
|
||||
|
||||
GLuint my_tex = XXX;
|
||||
void* my_void_ptr;
|
||||
my_void_ptr = (void*)(intptr_t)my_tex; // cast a GLuint into a void* (we don't take its address! we literally store the value inside the pointer)
|
||||
my_tex = (GLuint)(intptr_t)my_void_ptr; // cast a void* into a GLuint
|
||||
|
||||
ID3D11ShaderResourceView* my_dx11_srv = XXX;
|
||||
void* my_void_ptr;
|
||||
my_void_ptr = (void*)my_dx11_srv; // cast a ID3D11ShaderResourceView* into an opaque void*
|
||||
my_dx11_srv = (ID3D11ShaderResourceView*)my_void_ptr; // cast a void* into a ID3D11ShaderResourceView*
|
||||
|
||||
Finally, you may call ImGui::ShowMetricsWindow() to explore/visualize/understand how the ImDrawList are generated.
|
||||
|
||||
Q: How can I have multiple widgets with the same label or without a label?
|
||||
Q: I have multiple widgets with the same label, and only the first one works. Why is that?
|
||||
A: A primer on labels and the ID Stack...
|
||||
|
||||
- Elements that are typically not clickable, such as Text() items don't need an ID.
|
||||
Dear ImGui internally need to uniquely identify UI elements.
|
||||
Elements that are typically not clickable (such as calls to the Text functions) don't need an ID.
|
||||
Interactive widgets (such as calls to Button buttons) need a unique ID.
|
||||
Unique ID are used internally to track active widgets and occasionally associate state to widgets.
|
||||
Unique ID are implicitly built from the hash of multiple elements that identify the "path" to the UI element.
|
||||
|
||||
- Interactive widgets require state to be carried over multiple frames (most typically Dear ImGui
|
||||
often needs to remember what is the "active" widget). To do so they need a unique ID. Unique ID
|
||||
are typically derived from a string label, an integer index or a pointer.
|
||||
- Unique ID are often derived from a string label:
|
||||
|
||||
Button("OK"); // Label = "OK", ID = top of id stack + hash of "OK"
|
||||
Button("Cancel"); // Label = "Cancel", ID = top of id stack + hash of "Cancel"
|
||||
Button("OK"); // Label = "OK", ID = hash of (..., "OK")
|
||||
Button("Cancel"); // Label = "Cancel", ID = hash of (..., "Cancel")
|
||||
|
||||
- ID are uniquely scoped within windows, tree nodes, etc. which all pushes to the ID stack. Having
|
||||
two buttons labeled "OK" in different windows or different tree locations is fine.
|
||||
We used "..." above to signify whatever was already pushed to the ID stack previously:
|
||||
|
||||
Begin("MyWindow");
|
||||
Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "OK")
|
||||
End();
|
||||
|
||||
- If you have a same ID twice in the same location, you'll have a conflict:
|
||||
|
||||
@ -491,20 +571,22 @@
|
||||
This helps solving the simple collision cases when you know e.g. at compilation time which items
|
||||
are going to be created:
|
||||
|
||||
Button("Play"); // Label = "Play", ID = top of id stack + hash of "Play"
|
||||
Button("Play##foo1"); // Label = "Play", ID = top of id stack + hash of "Play##foo1" (different from above)
|
||||
Button("Play##foo2"); // Label = "Play", ID = top of id stack + hash of "Play##foo2" (different from above)
|
||||
Begin("MyWindow");
|
||||
Button("Play"); // Label = "Play", ID = hash of ("MyWindow", "Play")
|
||||
Button("Play##foo1"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo1") // Different from above
|
||||
Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo2") // Different from above
|
||||
End();
|
||||
|
||||
- If you want to completely hide the label, but still need an ID:
|
||||
|
||||
Checkbox("##On", &b); // Label = "", ID = top of id stack + hash of "##On" (no label!)
|
||||
Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label!
|
||||
|
||||
- Occasionally/rarely you might want change a label while preserving a constant ID. This allows
|
||||
you to animate labels. For example you may want to include varying information in a window title bar,
|
||||
but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID:
|
||||
|
||||
Button("Hello###ID"; // Label = "Hello", ID = top of id stack + hash of "ID"
|
||||
Button("World###ID"; // Label = "World", ID = top of id stack + hash of "ID" (same as above)
|
||||
Button("Hello###ID"; // Label = "Hello", ID = hash of (..., "ID")
|
||||
Button("World###ID"; // Label = "World", ID = hash of (..., "ID") // Same as above, even though the label looks different
|
||||
|
||||
sprintf(buf, "My game (%f FPS)###MyGame", fps);
|
||||
Begin(buf); // Variable label, ID = hash of "MyGame"
|
||||
@ -516,45 +598,45 @@
|
||||
You can push a pointer, a string or an integer value into the ID stack.
|
||||
Remember that ID are formed from the concatenation of _everything_ in the ID stack!
|
||||
|
||||
Begin("Window");
|
||||
for (int i = 0; i < 100; i++)
|
||||
{
|
||||
PushID(i);
|
||||
Button("Click"); // Label = "Click", ID = top of id stack + hash of integer + hash of "Click"
|
||||
PushID(i); // Push i to the id tack
|
||||
Button("Click"); // Label = "Click", ID = Hash of ("Window", i, "Click")
|
||||
PopID();
|
||||
}
|
||||
|
||||
for (int i = 0; i < 100; i++)
|
||||
{
|
||||
MyObject* obj = Objects[i];
|
||||
PushID(obj);
|
||||
Button("Click"); // Label = "Click", ID = top of id stack + hash of pointer + hash of "Click"
|
||||
Button("Click"); // Label = "Click", ID = Hash of ("Window", obj pointer, "Click")
|
||||
PopID();
|
||||
}
|
||||
|
||||
for (int i = 0; i < 100; i++)
|
||||
{
|
||||
MyObject* obj = Objects[i];
|
||||
PushID(obj->Name);
|
||||
Button("Click"); // Label = "Click", ID = top of id stack + hash of string + hash of "Click"
|
||||
Button("Click"); // Label = "Click", ID = Hash of ("Window", obj->Name, "Click")
|
||||
PopID();
|
||||
}
|
||||
End();
|
||||
|
||||
- More example showing that you can stack multiple prefixes into the ID stack:
|
||||
|
||||
Button("Click"); // Label = "Click", ID = top of id stack + hash of "Click"
|
||||
Button("Click"); // Label = "Click", ID = hash of (..., "Click")
|
||||
PushID("node");
|
||||
Button("Click"); // Label = "Click", ID = top of id stack + hash of "node" + hash of "Click"
|
||||
Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
|
||||
PushID(my_ptr);
|
||||
Button("Click"); // Label = "Click", ID = top of id stack + hash of "node" + hash of ptr + hash of "Click"
|
||||
Button("Click"); // Label = "Click", ID = hash of (..., "node", my_ptr, "Click")
|
||||
PopID();
|
||||
PopID();
|
||||
|
||||
- Tree nodes implicitly creates a scope for you by calling PushID().
|
||||
|
||||
Button("Click"); // Label = "Click", ID = top of id stack + hash of "Click"
|
||||
Button("Click"); // Label = "Click", ID = hash of (..., "Click")
|
||||
if (TreeNode("node"))
|
||||
{
|
||||
Button("Click"); // Label = "Click", ID = top of id stack + hash of "node" + hash of "Click"
|
||||
Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
|
||||
TreePop();
|
||||
}
|
||||
|
||||
@ -2105,7 +2187,14 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
|
||||
ImGuiContext& g = *GImGui;
|
||||
g.ActiveIdIsJustActivated = (g.ActiveId != id);
|
||||
if (g.ActiveIdIsJustActivated)
|
||||
{
|
||||
g.ActiveIdTimer = 0.0f;
|
||||
if (id != 0)
|
||||
{
|
||||
g.LastActiveId = id;
|
||||
g.LastActiveIdTimer = 0.0f;
|
||||
}
|
||||
}
|
||||
g.ActiveId = id;
|
||||
g.ActiveIdAllowNavDirFlags = 0;
|
||||
g.ActiveIdAllowOverlap = false;
|
||||
@ -2268,6 +2357,15 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
|
||||
const ImRect& curr = g.NavScoringRectScreen; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)
|
||||
g.NavScoringCount++;
|
||||
|
||||
if (window != g.NavWindow)
|
||||
{
|
||||
// When crossing through a NavFlattened border, we score items on the other windows fully clipped
|
||||
IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened);
|
||||
if (!window->ClipRect.Contains(cand))
|
||||
return false;
|
||||
cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window
|
||||
}
|
||||
|
||||
// We perform scoring on items bounding box clipped by the current clipping rectangle on the other axis (clipping on our movement axis would give us equal scores for all clipped items)
|
||||
// For example, this ensure that items in one column are not reached when moving vertically from items in another column.
|
||||
NavClampRectToVisibleAreaForMoveDir(g.NavMoveClipDir, cand, window->ClipRect);
|
||||
@ -2437,6 +2535,8 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
|
||||
|
||||
const ImGuiItemFlags item_flags = window->DC.ItemFlags;
|
||||
const ImRect nav_bb_rel(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos);
|
||||
|
||||
// Process Init Request
|
||||
if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent)
|
||||
{
|
||||
// Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
|
||||
@ -2452,9 +2552,9 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
|
||||
}
|
||||
}
|
||||
|
||||
// Scoring for navigation
|
||||
// Process Move Request (scoring for navigation)
|
||||
// FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRectScreen + scoring from a rect wrapped according to current wrapping policy)
|
||||
if (g.NavId != id && !(item_flags & ImGuiItemFlags_NoNav))
|
||||
if ((g.NavId != id || (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & ImGuiItemFlags_NoNav))
|
||||
{
|
||||
ImGuiNavMoveResult* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
|
||||
#if IMGUI_DEBUG_NAV_SCORING
|
||||
@ -2468,10 +2568,20 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
|
||||
if (new_best)
|
||||
{
|
||||
result->ID = id;
|
||||
result->ParentID = window->IDStack.back();
|
||||
result->Window = window;
|
||||
result->RectRel = nav_bb_rel;
|
||||
}
|
||||
|
||||
const float VISIBLE_RATIO = 0.70f;
|
||||
if ((g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))
|
||||
if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)
|
||||
if (NavScoreItem(&g.NavMoveResultLocalVisibleSet, nav_bb))
|
||||
{
|
||||
result = &g.NavMoveResultLocalVisibleSet;
|
||||
result->ID = id;
|
||||
result->Window = window;
|
||||
result->RectRel = nav_bb_rel;
|
||||
}
|
||||
}
|
||||
|
||||
// Update window-relative bounding box of navigated item
|
||||
@ -3055,10 +3165,10 @@ static void ImGui::NavUpdateWindowing()
|
||||
}
|
||||
}
|
||||
|
||||
// Scroll to keep newly navigated item fully into view
|
||||
// NB: We modify rect_rel by the amount we scrolled for, so it is immediately updated.
|
||||
static void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect)
|
||||
{
|
||||
// Scroll to keep newly navigated item fully into view
|
||||
ImRect window_rect(window->InnerMainRect.Min - ImVec2(1, 1), window->InnerMainRect.Max + ImVec2(1, 1));
|
||||
//GetOverlayDrawList(window)->AddRect(window_rect_rel.Min, window_rect_rel.Max, IM_COL32_WHITE); // [DEBUG]
|
||||
if (window_rect.Contains(item_rect))
|
||||
@ -3096,12 +3206,16 @@ static void ImGui::NavUpdate()
|
||||
if (g.NavScoringCount > 0) printf("[%05d] NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
|
||||
#endif
|
||||
|
||||
if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad))
|
||||
bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
|
||||
bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
|
||||
|
||||
// Set input source as Gamepad when buttons are pressed before we map Keyboard (some features differs when used with Gamepad vs Keyboard)
|
||||
if (nav_gamepad_active)
|
||||
if (g.IO.NavInputs[ImGuiNavInput_Activate] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Input] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Cancel] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Menu] > 0.0f)
|
||||
g.NavInputSource = ImGuiInputSource_NavGamepad;
|
||||
|
||||
// Update Keyboard->Nav inputs mapping
|
||||
if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard)
|
||||
if (nav_keyboard_active)
|
||||
{
|
||||
#define NAV_MAP_KEY(_KEY, _NAV_INPUT) if (IsKeyDown(g.IO.KeyMap[_KEY])) { g.IO.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; }
|
||||
NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate );
|
||||
@ -3142,23 +3256,32 @@ static void ImGui::NavUpdate()
|
||||
{
|
||||
// Select which result to use
|
||||
ImGuiNavMoveResult* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
|
||||
if (g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow) // Maybe entering a flattened child? In this case solve the tie using the regular scoring rules
|
||||
if ((g.NavMoveResultOther.DistBox < g.NavMoveResultLocal.DistBox) || (g.NavMoveResultOther.DistBox == g.NavMoveResultLocal.DistBox && g.NavMoveResultOther.DistCenter < g.NavMoveResultLocal.DistCenter))
|
||||
result = &g.NavMoveResultOther;
|
||||
|
||||
// PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.
|
||||
if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)
|
||||
if (g.NavMoveResultLocalVisibleSet.ID != 0 && g.NavMoveResultLocalVisibleSet.ID != g.NavId)
|
||||
result = &g.NavMoveResultLocalVisibleSet;
|
||||
|
||||
// Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules.
|
||||
if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow)
|
||||
if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter))
|
||||
result = &g.NavMoveResultOther;
|
||||
IM_ASSERT(g.NavWindow && result->Window);
|
||||
|
||||
// Scroll to keep newly navigated item fully into view. Also scroll parent window if necessary.
|
||||
// Scroll to keep newly navigated item fully into view.
|
||||
if (g.NavLayer == 0)
|
||||
{
|
||||
ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos);
|
||||
NavScrollToBringItemIntoView(result->Window, rect_abs);
|
||||
if (result->Window->Flags & ImGuiWindowFlags_ChildWindow)
|
||||
NavScrollToBringItemIntoView(result->Window->ParentWindow, rect_abs);
|
||||
|
||||
// Estimate upcoming scroll so we can offset our result position so mouse position can be applied immediately after in NavUpdate()
|
||||
ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(result->Window, false);
|
||||
result->RectRel.Translate(result->Window->Scroll - next_scroll);
|
||||
ImVec2 delta_scroll = result->Window->Scroll - next_scroll;
|
||||
result->RectRel.Translate(delta_scroll);
|
||||
|
||||
// Also scroll parent window to keep us into view if necessary (we could/should technically recurse back the whole the parent hierarchy).
|
||||
if (result->Window->Flags & ImGuiWindowFlags_ChildWindow)
|
||||
NavScrollToBringItemIntoView(result->Window->ParentWindow, ImRect(rect_abs.Min + delta_scroll, rect_abs.Max + delta_scroll));
|
||||
}
|
||||
|
||||
// Apply result from previous frame navigation directional move request
|
||||
@ -3203,8 +3326,6 @@ static void ImGui::NavUpdate()
|
||||
NavUpdateWindowing();
|
||||
|
||||
// Set output flags for user application
|
||||
bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
|
||||
bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
|
||||
g.IO.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
|
||||
g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL) || g.NavInitRequest;
|
||||
|
||||
@ -3297,6 +3418,45 @@ static void ImGui::NavUpdate()
|
||||
g.NavMoveRequestForward = ImGuiNavForward_ForwardActive;
|
||||
}
|
||||
|
||||
// PageUp/PageDown scroll
|
||||
float nav_scoring_rect_offset_y = 0.0f;
|
||||
if (nav_keyboard_active && g.NavMoveDir == ImGuiDir_None && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget && g.NavLayer == 0)
|
||||
{
|
||||
ImGuiWindow* window = g.NavWindow;
|
||||
bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && (allowed_dir_flags & (1 << ImGuiDir_Up));
|
||||
bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && (allowed_dir_flags & (1 << ImGuiDir_Down));
|
||||
if ((page_up_held && !page_down_held) || (page_down_held && !page_up_held))
|
||||
{
|
||||
if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll)
|
||||
{
|
||||
// Fallback manual-scroll when window has no navigable item
|
||||
if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true))
|
||||
SetWindowScrollY(window, window->Scroll.y - window->InnerClipRect.GetHeight());
|
||||
else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true))
|
||||
SetWindowScrollY(window, window->Scroll.y + window->InnerClipRect.GetHeight());
|
||||
}
|
||||
else
|
||||
{
|
||||
const ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
|
||||
const float page_offset_y = ImMax(0.0f, window->InnerClipRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
|
||||
if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true))
|
||||
{
|
||||
nav_scoring_rect_offset_y = -page_offset_y;
|
||||
g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item)
|
||||
g.NavMoveClipDir = ImGuiDir_Up;
|
||||
g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
|
||||
}
|
||||
else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true))
|
||||
{
|
||||
nav_scoring_rect_offset_y = +page_offset_y;
|
||||
g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item)
|
||||
g.NavMoveClipDir = ImGuiDir_Down;
|
||||
g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (g.NavMoveDir != ImGuiDir_None)
|
||||
{
|
||||
g.NavMoveRequest = true;
|
||||
@ -3316,7 +3476,7 @@ static void ImGui::NavUpdate()
|
||||
// Scrolling
|
||||
if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
|
||||
{
|
||||
// *Fallback* manual-scroll with NavUp/NavDown when window has no navigable item
|
||||
// *Fallback* manual-scroll with Nav directional keys when window has no navigable item
|
||||
ImGuiWindow* window = g.NavWindow;
|
||||
const float scroll_speed = ImFloor(window->CalcFontSize() * 100 * g.IO.DeltaTime + 0.5f); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
|
||||
if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest)
|
||||
@ -3344,6 +3504,7 @@ static void ImGui::NavUpdate()
|
||||
|
||||
// Reset search results
|
||||
g.NavMoveResultLocal.Clear();
|
||||
g.NavMoveResultLocalVisibleSet.Clear();
|
||||
g.NavMoveResultOther.Clear();
|
||||
|
||||
// When we have manually scrolled (without using navigation) and NavId becomes out of bounds, we project its bounding box to the visible area to restart navigation within visible items
|
||||
@ -3364,6 +3525,7 @@ static void ImGui::NavUpdate()
|
||||
// For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
|
||||
ImRect nav_rect_rel = (g.NavWindow && !g.NavWindow->NavRectRel[g.NavLayer].IsInverted()) ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0,0,0,0);
|
||||
g.NavScoringRectScreen = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : ImRect(0,0,0,0);
|
||||
g.NavScoringRectScreen.TranslateY(nav_scoring_rect_offset_y);
|
||||
g.NavScoringRectScreen.Min.x = ImMin(g.NavScoringRectScreen.Min.x + 1.0f, g.NavScoringRectScreen.Max.x);
|
||||
g.NavScoringRectScreen.Max.x = g.NavScoringRectScreen.Min.x;
|
||||
IM_ASSERT(!g.NavScoringRectScreen.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem().
|
||||
@ -3822,7 +3984,8 @@ static void ImGui::UpdateMouseInputs()
|
||||
{
|
||||
if (g.Time - g.IO.MouseClickedTime[i] < g.IO.MouseDoubleClickTime)
|
||||
{
|
||||
if (ImLengthSqr(g.IO.MousePos - g.IO.MouseClickedPos[i]) < g.IO.MouseDoubleClickMaxDist * g.IO.MouseDoubleClickMaxDist)
|
||||
ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
|
||||
if (ImLengthSqr(delta_from_click_pos) < g.IO.MouseDoubleClickMaxDist * g.IO.MouseDoubleClickMaxDist)
|
||||
g.IO.MouseDoubleClicked[i] = true;
|
||||
g.IO.MouseClickedTime[i] = -FLT_MAX; // so the third click isn't turned into a double-click
|
||||
}
|
||||
@ -3836,10 +3999,11 @@ static void ImGui::UpdateMouseInputs()
|
||||
}
|
||||
else if (g.IO.MouseDown[i])
|
||||
{
|
||||
ImVec2 mouse_delta = g.IO.MousePos - g.IO.MouseClickedPos[i];
|
||||
g.IO.MouseDragMaxDistanceAbs[i].x = ImMax(g.IO.MouseDragMaxDistanceAbs[i].x, mouse_delta.x < 0.0f ? -mouse_delta.x : mouse_delta.x);
|
||||
g.IO.MouseDragMaxDistanceAbs[i].y = ImMax(g.IO.MouseDragMaxDistanceAbs[i].y, mouse_delta.y < 0.0f ? -mouse_delta.y : mouse_delta.y);
|
||||
g.IO.MouseDragMaxDistanceSqr[i] = ImMax(g.IO.MouseDragMaxDistanceSqr[i], ImLengthSqr(mouse_delta));
|
||||
// Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold
|
||||
ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
|
||||
g.IO.MouseDragMaxDistanceSqr[i] = ImMax(g.IO.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos));
|
||||
g.IO.MouseDragMaxDistanceAbs[i].x = ImMax(g.IO.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x);
|
||||
g.IO.MouseDragMaxDistanceAbs[i].y = ImMax(g.IO.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y);
|
||||
}
|
||||
if (g.IO.MouseClicked[i]) // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation
|
||||
g.NavDisableMouseHover = false;
|
||||
@ -4017,6 +4181,7 @@ void ImGui::NewFrame()
|
||||
ClearActiveID();
|
||||
if (g.ActiveId)
|
||||
g.ActiveIdTimer += g.IO.DeltaTime;
|
||||
g.LastActiveIdTimer += g.IO.DeltaTime;
|
||||
g.ActiveIdPreviousFrame = g.ActiveId;
|
||||
g.ActiveIdIsAlive = false;
|
||||
g.ActiveIdIsJustActivated = false;
|
||||
@ -5179,9 +5344,14 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items
|
||||
return;
|
||||
}
|
||||
|
||||
// We create the union of the ClipRect and the NavScoringRect which at worst should be 1 page away from ClipRect
|
||||
ImRect unclipped_rect = window->ClipRect;
|
||||
if (g.NavMoveRequest)
|
||||
unclipped_rect.Add(g.NavScoringRectScreen);
|
||||
|
||||
const ImVec2 pos = window->DC.CursorPos;
|
||||
int start = (int)((window->ClipRect.Min.y - pos.y) / items_height);
|
||||
int end = (int)((window->ClipRect.Max.y - pos.y) / items_height);
|
||||
int start = (int)((unclipped_rect.Min.y - pos.y) / items_height);
|
||||
int end = (int)((unclipped_rect.Max.y - pos.y) / items_height);
|
||||
|
||||
// When performing a navigation request, ensure we have one item extra in the direction we are moving to
|
||||
if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Up)
|
||||
@ -7125,7 +7295,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
|
||||
window->DC.ChildWindows.resize(0);
|
||||
window->DC.LayoutType = ImGuiLayoutType_Vertical;
|
||||
window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
|
||||
window->DC.ItemFlags = ImGuiItemFlags_Default_;
|
||||
window->DC.ItemFlags = parent_window ? parent_window->DC.ItemFlags : ImGuiItemFlags_Default_;
|
||||
window->DC.ItemWidth = window->ItemWidthDefault;
|
||||
window->DC.TextWrapPos = -1.0f; // disabled
|
||||
window->DC.ItemFlagsStack.resize(0);
|
||||
@ -12144,28 +12314,28 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
|
||||
ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y);
|
||||
ImVec2 pos = window->DC.CursorPos;
|
||||
pos.y += window->DC.CurrentLineTextBaseOffset;
|
||||
ImRect bb(pos, pos + size);
|
||||
ItemSize(bb);
|
||||
ImRect bb_inner(pos, pos + size);
|
||||
ItemSize(bb_inner);
|
||||
|
||||
// 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);
|
||||
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_with_spacing(pos, pos + size_draw);
|
||||
ImRect bb(pos, pos + size_draw);
|
||||
if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_DrawFillAvailWidth))
|
||||
bb_with_spacing.Max.x += window_padding.x;
|
||||
bb.Max.x += window_padding.x;
|
||||
|
||||
// Selectables are tightly packed together, we extend the box to cover spacing between selectable.
|
||||
float spacing_L = (float)(int)(style.ItemSpacing.x * 0.5f);
|
||||
float spacing_U = (float)(int)(style.ItemSpacing.y * 0.5f);
|
||||
float spacing_R = style.ItemSpacing.x - spacing_L;
|
||||
float spacing_D = style.ItemSpacing.y - spacing_U;
|
||||
bb_with_spacing.Min.x -= spacing_L;
|
||||
bb_with_spacing.Min.y -= spacing_U;
|
||||
bb_with_spacing.Max.x += spacing_R;
|
||||
bb_with_spacing.Max.y += spacing_D;
|
||||
if (!ItemAdd(bb_with_spacing, (flags & ImGuiSelectableFlags_Disabled) ? 0 : id))
|
||||
bb.Min.x -= spacing_L;
|
||||
bb.Min.y -= spacing_U;
|
||||
bb.Max.x += spacing_R;
|
||||
bb.Max.y += spacing_D;
|
||||
if (!ItemAdd(bb, (flags & ImGuiSelectableFlags_Disabled) ? 0 : id))
|
||||
{
|
||||
if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsSet)
|
||||
PushColumnClipRect();
|
||||
@ -12180,7 +12350,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
|
||||
if (flags & ImGuiSelectableFlags_Disabled) button_flags |= ImGuiButtonFlags_Disabled;
|
||||
if (flags & ImGuiSelectableFlags_AllowDoubleClick) button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick;
|
||||
bool hovered, held;
|
||||
bool pressed = ButtonBehavior(bb_with_spacing, id, &hovered, &held, button_flags);
|
||||
bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
|
||||
if (flags & ImGuiSelectableFlags_Disabled)
|
||||
selected = false;
|
||||
|
||||
@ -12196,18 +12366,18 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
|
||||
if (hovered || selected)
|
||||
{
|
||||
const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
|
||||
RenderFrame(bb_with_spacing.Min, bb_with_spacing.Max, col, false, 0.0f);
|
||||
RenderNavHighlight(bb_with_spacing, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding);
|
||||
RenderFrame(bb.Min, bb.Max, col, false, 0.0f);
|
||||
RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding);
|
||||
}
|
||||
|
||||
if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsSet)
|
||||
{
|
||||
PushColumnClipRect();
|
||||
bb_with_spacing.Max.x -= (GetContentRegionMax().x - max_x);
|
||||
bb.Max.x -= (GetContentRegionMax().x - max_x);
|
||||
}
|
||||
|
||||
if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
|
||||
RenderTextClipped(bb.Min, bb_with_spacing.Max, label, NULL, &label_size, ImVec2(0.0f,0.0f));
|
||||
RenderTextClipped(bb_inner.Min, bb.Max, label, NULL, &label_size, ImVec2(0.0f,0.0f));
|
||||
if (flags & ImGuiSelectableFlags_Disabled) PopStyleColor();
|
||||
|
||||
// Automatically close popups
|
||||
@ -14068,6 +14238,7 @@ void ImGui::ClearDragDrop()
|
||||
ImGuiContext& g = *GImGui;
|
||||
g.DragDropActive = false;
|
||||
g.DragDropPayload.Clear();
|
||||
g.DragDropAcceptFlags = 0;
|
||||
g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0;
|
||||
g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
|
||||
g.DragDropAcceptFrameCount = -1;
|
||||
@ -14152,16 +14323,15 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
|
||||
|
||||
if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
|
||||
{
|
||||
// FIXME-DRAG
|
||||
//SetNextWindowPos(g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding);
|
||||
//PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This is better but e.g ColorButton with checkboard has issue with transparent colors :(
|
||||
|
||||
// The default tooltip position is a little offset to give space to see the context menu (it's also clamped within the current viewport/monitor)
|
||||
// In the context of a dragging tooltip we try to reduce that offset and we enforce following the cursor.
|
||||
ImVec2 tooltip_pos = g.IO.MousePos + ImVec2(16 * g.Style.MouseCursorScale, 8 * g.Style.MouseCursorScale);
|
||||
SetNextWindowPos(tooltip_pos);
|
||||
PushStyleColor(ImGuiCol_PopupBg, GetStyleColorVec4(ImGuiCol_PopupBg) * ImVec4(1.0f, 1.0f, 1.0f, 0.6f));
|
||||
BeginTooltip();
|
||||
// Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit)
|
||||
// We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents.
|
||||
BeginDragDropTooltip();
|
||||
if (g.DragDropActive && g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip))
|
||||
{
|
||||
ImGuiWindow* tooltip_window = g.CurrentWindow;
|
||||
tooltip_window->SkipItems = true;
|
||||
tooltip_window->HiddenFrames = 1;
|
||||
}
|
||||
}
|
||||
|
||||
if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern))
|
||||
@ -14178,17 +14348,32 @@ void ImGui::EndDragDropSource()
|
||||
IM_ASSERT(g.DragDropActive);
|
||||
|
||||
if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
|
||||
{
|
||||
EndTooltip();
|
||||
PopStyleColor();
|
||||
//PopStyleVar();
|
||||
}
|
||||
EndDragDropTooltip();
|
||||
|
||||
// Discard the drag if have not called SetDragDropPayload()
|
||||
if (g.DragDropPayload.DataFrameCount == -1)
|
||||
ClearDragDrop();
|
||||
}
|
||||
|
||||
void ImGui::BeginDragDropTooltip()
|
||||
{
|
||||
// The default tooltip position is a little offset to give space to see the context menu (it's also clamped within the current viewport/monitor)
|
||||
// In the context of a dragging tooltip we try to reduce that offset and we enforce following the cursor.
|
||||
// Whatever we do we want to call SetNextWindowPos() to enforce a tooltip position and disable clipping the tooltip without our display area, like regular tooltip do.
|
||||
ImGuiContext& g = *GImGui;
|
||||
//ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding;
|
||||
ImVec2 tooltip_pos = g.IO.MousePos + ImVec2(16 * g.Style.MouseCursorScale, 8 * g.Style.MouseCursorScale);
|
||||
SetNextWindowPos(tooltip_pos);
|
||||
SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f);
|
||||
//PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :(
|
||||
BeginTooltipEx(0, true);
|
||||
}
|
||||
|
||||
void ImGui::EndDragDropTooltip()
|
||||
{
|
||||
EndTooltip();
|
||||
}
|
||||
|
||||
// Use 'cond' to choose to submit payload on drag start or every frame
|
||||
bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond)
|
||||
{
|
||||
@ -14198,7 +14383,7 @@ bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_s
|
||||
cond = ImGuiCond_Always;
|
||||
|
||||
IM_ASSERT(type != NULL);
|
||||
IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 12 characters long");
|
||||
IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long");
|
||||
IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));
|
||||
IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once);
|
||||
IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource()
|
||||
@ -14302,6 +14487,7 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop
|
||||
float r_surface = r.GetWidth() * r.GetHeight();
|
||||
if (r_surface < g.DragDropAcceptIdCurrRectSurface)
|
||||
{
|
||||
g.DragDropAcceptFlags = flags;
|
||||
g.DragDropAcceptIdCurr = g.DragDropTargetId;
|
||||
g.DragDropAcceptIdCurrRectSurface = r_surface;
|
||||
}
|
||||
|
3
imgui.h
3
imgui.h
@ -55,7 +55,7 @@
|
||||
struct ImDrawChannel; // Temporary storage for outputting drawing commands out of order, used by ImDrawList::ChannelsSplit()
|
||||
struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call)
|
||||
struct ImDrawData; // All draw command lists required to render the frame
|
||||
struct ImDrawList; // A single draw command list (generally one per window)
|
||||
struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
|
||||
struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
|
||||
struct ImDrawVert; // A single vertex (20 bytes by default, override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
|
||||
struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
|
||||
@ -734,6 +734,7 @@ enum ImGuiDragDropFlags_
|
||||
// AcceptDragDropPayload() flags
|
||||
ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered.
|
||||
ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target.
|
||||
ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
|
||||
ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect // For peeking ahead and inspecting the payload before delivery.
|
||||
};
|
||||
|
||||
|
@ -1221,11 +1221,10 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
ImGui::Columns(2);
|
||||
for (int i = 0; i < 100; i++)
|
||||
{
|
||||
if (i == 50)
|
||||
ImGui::NextColumn();
|
||||
char buf[32];
|
||||
sprintf(buf, "%08x", i*5731);
|
||||
sprintf(buf, "%03d", i);
|
||||
ImGui::Button(buf, ImVec2(-1.0f, 0.0f));
|
||||
ImGui::NextColumn();
|
||||
}
|
||||
ImGui::EndChild();
|
||||
ImGui::PopStyleVar();
|
||||
|
@ -315,10 +315,12 @@ enum ImGuiNavDirSourceFlags_
|
||||
|
||||
enum ImGuiNavMoveFlags_
|
||||
{
|
||||
ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side
|
||||
ImGuiNavMoveFlags_LoopY = 1 << 1,
|
||||
ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left)
|
||||
ImGuiNavMoveFlags_WrapY = 1 << 3 // This is not super useful for provided for completeness
|
||||
ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side
|
||||
ImGuiNavMoveFlags_LoopY = 1 << 1,
|
||||
ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left)
|
||||
ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful for provided for completeness
|
||||
ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place)
|
||||
ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5 // Store alternate result in NavMoveResultLocalVisibleSet that only comprise elements that are already fully visible.
|
||||
};
|
||||
|
||||
enum ImGuiNavForward
|
||||
@ -570,7 +572,6 @@ struct ImGuiViewportP : public ImGuiViewport
|
||||
struct ImGuiNavMoveResult
|
||||
{
|
||||
ImGuiID ID; // Best candidate
|
||||
ImGuiID ParentID; // Best candidate window->IDStack.back() - to compare context
|
||||
ImGuiWindow* Window; // Best candidate window
|
||||
float DistBox; // Best candidate box distance to current NavId
|
||||
float DistCenter; // Best candidate center distance to current NavId
|
||||
@ -578,7 +579,7 @@ struct ImGuiNavMoveResult
|
||||
ImRect RectRel; // Best candidate bounding box in window relative space
|
||||
|
||||
ImGuiNavMoveResult() { Clear(); }
|
||||
void Clear() { ID = ParentID = 0; Window = NULL; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); }
|
||||
void Clear() { ID = 0; Window = NULL; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); }
|
||||
};
|
||||
|
||||
// Storage for SetNexWindow** functions
|
||||
@ -665,6 +666,8 @@ struct ImGuiContext
|
||||
ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
|
||||
ImGuiWindow* ActiveIdWindow;
|
||||
ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard)
|
||||
ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation.
|
||||
float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation.
|
||||
ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow.
|
||||
ImVector<ImGuiColMod> ColorModifiers; // Stack for PushStyleColor()/PopStyleColor()
|
||||
ImVector<ImGuiStyleMod> StyleModifiers; // Stack for PushStyleVar()/PopStyleVar()
|
||||
@ -717,7 +720,8 @@ struct ImGuiContext
|
||||
ImGuiDir NavMoveDir, NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request
|
||||
ImGuiDir NavMoveClipDir;
|
||||
ImGuiNavMoveResult NavMoveResultLocal; // Best move request candidate within NavWindow
|
||||
ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using the NavFlattened flag)
|
||||
ImGuiNavMoveResult NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)
|
||||
ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)
|
||||
|
||||
// Render
|
||||
float ModalWindowDarkeningRatio;
|
||||
@ -730,7 +734,8 @@ struct ImGuiContext
|
||||
ImGuiPayload DragDropPayload;
|
||||
ImRect DragDropTargetRect;
|
||||
ImGuiID DragDropTargetId;
|
||||
float DragDropAcceptIdCurrRectSurface;
|
||||
ImGuiDragDropFlags DragDropAcceptFlags;
|
||||
float DragDropAcceptIdCurrRectSurface; // Target item surface (we resolve overlapping targets by prioritizing the smaller surface)
|
||||
ImGuiID DragDropAcceptIdCurr; // Target item id (set at the time of accepting the payload)
|
||||
ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets)
|
||||
int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source
|
||||
@ -807,6 +812,8 @@ struct ImGuiContext
|
||||
ActiveIdClickOffset = ImVec2(-1,-1);
|
||||
ActiveIdWindow = NULL;
|
||||
ActiveIdSource = ImGuiInputSource_None;
|
||||
LastActiveId = 0;
|
||||
LastActiveIdTimer = 0.0f;
|
||||
MovingWindow = NULL;
|
||||
NextTreeNodeOpenVal = false;
|
||||
NextTreeNodeOpenCond = 0;
|
||||
@ -847,6 +854,7 @@ struct ImGuiContext
|
||||
DragDropSourceFlags = 0;
|
||||
DragDropMouseButton = -1;
|
||||
DragDropTargetId = 0;
|
||||
DragDropAcceptFlags = 0;
|
||||
DragDropAcceptIdCurrRectSurface = 0.0f;
|
||||
DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0;
|
||||
DragDropAcceptFrameCount = -1;
|
||||
@ -1174,6 +1182,8 @@ namespace ImGui
|
||||
IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id);
|
||||
IMGUI_API void ClearDragDrop();
|
||||
IMGUI_API bool IsDragDropPayloadBeingAccepted();
|
||||
IMGUI_API void BeginDragDropTooltip();
|
||||
IMGUI_API void EndDragDropTooltip();
|
||||
|
||||
// FIXME-WIP: New Columns API
|
||||
IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns().
|
||||
|
@ -70,7 +70,7 @@ In this document:
|
||||
FONTS LOADING INSTRUCTIONS
|
||||
---------------------------------------
|
||||
|
||||
Load default font with:
|
||||
Load default font:
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.Fonts->AddFontDefault();
|
||||
@ -78,15 +78,22 @@ In this document:
|
||||
Load .TTF/.OTF file with:
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
|
||||
ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
|
||||
ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf", size_pixels);
|
||||
|
||||
For advanced options create a ImFontConfig structure and pass it to the AddFont function (it will be copied internally)
|
||||
// Select font at runtime
|
||||
ImGui::Text("Hello"); // use the default font (which is the first loaded font)
|
||||
ImGui::PushFont(font2);
|
||||
ImGui::Text("Hello with another font");
|
||||
ImGui::PopFont();
|
||||
|
||||
For advanced options create a ImFontConfig structure and pass it to the AddFont function (it will be copied internally):
|
||||
|
||||
ImFontConfig config;
|
||||
config.OversampleH = 3;
|
||||
config.OversampleV = 1;
|
||||
config.GlyphExtraSpacing.x = 1.0f;
|
||||
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
|
||||
ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
|
||||
|
||||
If you have very large number of glyphs or multiple fonts:
|
||||
|
||||
@ -99,7 +106,7 @@ In this document:
|
||||
Combine two fonts into one:
|
||||
|
||||
// Load a first font
|
||||
io.Fonts->AddFontDefault();
|
||||
ImFont* font = io.Fonts->AddFontDefault();
|
||||
|
||||
// Add character ranges and merge into the previous font
|
||||
// The ranges array is not copied by the AddFont* functions and is used lazily
|
||||
@ -144,7 +151,7 @@ In this document:
|
||||
---------------------------------------
|
||||
|
||||
You can use the ImFontAtlas::GlyphRangesBuilder helper to create glyph ranges based on text input.
|
||||
For exemple: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs.
|
||||
For example: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs.
|
||||
|
||||
ImVector<ImWchar> ranges;
|
||||
ImFontAtlas::GlyphRangesBuilder builder;
|
||||
|
@ -12,7 +12,7 @@ By [Vuhdo](https://github.com/Vuhdo) (Aleksei Skriabin). Improvements by @mikesa
|
||||
|
||||
```cpp
|
||||
// See ImGuiFreeType::RasterizationFlags
|
||||
unsigned int flags = ImGuiFreeType::DisableHinting;
|
||||
unsigned int flags = ImGuiFreeType::NoHinting;
|
||||
ImGuiFreeType::BuildFontAtlas(io.Fonts, flags);
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
```
|
||||
|
Loading…
Reference in New Issue
Block a user