diff --git a/CHANGELOG.txt b/CHANGELOG.txt index 15010c6ce..3fb7a132b 100644 --- a/CHANGELOG.txt +++ b/CHANGELOG.txt @@ -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: diff --git a/TODO.txt b/TODO.txt index 7d3a908c7..074ac3c6f 100644 --- a/TODO.txt +++ b/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. diff --git a/imgui.cpp b/imgui.cpp index 7687cbf6e..28af3212e 100644 --- a/imgui.cpp +++ b/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 + [...] + 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; } diff --git a/imgui.h b/imgui.h index 6ce275abe..a520c7424 100644 --- a/imgui.h +++ b/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. }; diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 5c3d23211..1df0b8560 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -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(); diff --git a/imgui_internal.h b/imgui_internal.h index 0a89ac9a2..36ec08544 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -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 ColorModifiers; // Stack for PushStyleColor()/PopStyleColor() ImVector 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(). diff --git a/misc/fonts/README.txt b/misc/fonts/README.txt index cd51dd83e..b42a07217 100644 --- a/misc/fonts/README.txt +++ b/misc/fonts/README.txt @@ -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 ranges; ImFontAtlas::GlyphRangesBuilder builder; diff --git a/misc/freetype/README.md b/misc/freetype/README.md index 4038dbcdf..ba633f698 100644 --- a/misc/freetype/README.md +++ b/misc/freetype/README.md @@ -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); ```