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synced 2024-11-23 21:09:01 +08:00
Version 1.89.9 WIP
+ Minor typo fixes
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@ -63,7 +63,7 @@ List of Platforms Backends:
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imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
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imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl backends)
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imgui_impl_sdl2.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
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imgui_impl_sdl3.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org (*EXPERIMENTAL*)
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imgui_impl_sdl3.cpp ; SDL3 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org (*EXPERIMENTAL UNTIL SDL3 IS RELEASED*)
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imgui_impl_win32.cpp ; Win32 native API (Windows)
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imgui_impl_glut.cpp ; GLUT/FreeGLUT (this is prehistoric software and absolutely not recommended today!)
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@ -36,6 +36,15 @@ HOW TO UPDATE?
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- Please report any issue!
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-----------------------------------------------------------------------
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VERSION 1.89.9 WIP (In Progress)
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-----------------------------------------------------------------------
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Breaking changes:
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Other changes:
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-----------------------------------------------------------------------
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VERSION 1.89.8 (Released 2023-08-01)
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-----------------------------------------------------------------------
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@ -1,4 +1,4 @@
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// dear imgui, v1.89.8
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// dear imgui, v1.89.9 WIP
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// (main code and documentation)
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// Help:
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@ -4048,7 +4048,7 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
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return false;
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// Test if using AllowOverlap and overlapped
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if ((g.LastItemData.InFlags & ImGuiItemflags_AllowOverlap) && id != 0)
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if ((g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap) && id != 0)
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if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByItem) == 0)
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if (g.HoveredIdPreviousFrame != g.LastItemData.ID)
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return false;
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@ -4116,7 +4116,7 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flag
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// AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match.
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// This allows using patterns where a later submitted widget overlaps a previous one. Generally perceived as a front-to-back hit-test.
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if (item_flags & ImGuiItemflags_AllowOverlap)
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if (item_flags & ImGuiItemFlags_AllowOverlap)
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{
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g.HoveredIdAllowOverlap = true;
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if (g.HoveredIdPreviousFrame != id)
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@ -5320,7 +5320,7 @@ bool ImGui::IsItemEdited()
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void ImGui::SetNextItemAllowOverlap()
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{
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ImGuiContext& g = *GImGui;
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g.NextItemData.ItemFlags |= ImGuiItemflags_AllowOverlap;
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g.NextItemData.ItemFlags |= ImGuiItemFlags_AllowOverlap;
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}
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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10
imgui.h
10
imgui.h
@ -1,4 +1,4 @@
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// dear imgui, v1.89.8
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// dear imgui, v1.89.9 WIP
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// (headers)
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// Help:
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@ -25,8 +25,8 @@
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// Library Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
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#define IMGUI_VERSION "1.89.8"
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#define IMGUI_VERSION_NUM 18980
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#define IMGUI_VERSION "1.89.9 WIP"
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#define IMGUI_VERSION_NUM 18981
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#define IMGUI_HAS_TABLE
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/*
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@ -356,8 +356,8 @@ namespace ImGui
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IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
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IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ!
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IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
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IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
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IMGUI_API ImVec2 GetWindowSize(); // get current window size
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IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (note: it is unlikely you need to use this. Consider using current layout pos instead, GetScreenCursorPos())
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IMGUI_API ImVec2 GetWindowSize(); // get current window size (note: it is unlikely you need to use this. Consider using GetScreenCursorPos() and e.g. GetContentRegionAvail() instead)
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IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x)
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IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y)
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@ -1,4 +1,4 @@
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// dear imgui, v1.89.8
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// dear imgui, v1.89.9 WIP
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// (demo code)
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// Help:
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@ -1,4 +1,4 @@
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// dear imgui, v1.89.8
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// dear imgui, v1.89.9 WIP
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// (drawing and font code)
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/*
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@ -1,4 +1,4 @@
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// dear imgui, v1.89.8
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// dear imgui, v1.89.9 WIP
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// (internal structures/api)
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// You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility.
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@ -800,7 +800,7 @@ enum ImGuiItemFlags_
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ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets)
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ImGuiItemFlags_ReadOnly = 1 << 7, // false // [ALPHA] Allow hovering interactions but underlying value is not changed.
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ImGuiItemFlags_NoWindowHoverableCheck = 1 << 8, // false // Disable hoverable check in ItemHoverable()
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ImGuiItemflags_AllowOverlap = 1 << 9, // false // Allow being overlapped by another widget. Not-hovered to Hovered transition deferred by a frame.
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ImGuiItemFlags_AllowOverlap = 1 << 9, // false // Allow being overlapped by another widget. Not-hovered to Hovered transition deferred by a frame.
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// Controlled by widget code
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ImGuiItemFlags_Inputable = 1 << 10, // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature.
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@ -1178,7 +1178,7 @@ enum ImGuiNextItemDataFlags_
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struct ImGuiNextItemData
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{
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ImGuiNextItemDataFlags Flags;
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ImGuiItemFlags ItemFlags; // Currently only tested/used for ImGuiItemflags_AllowOverlap.
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ImGuiItemFlags ItemFlags; // Currently only tested/used for ImGuiItemFlags_AllowOverlap.
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float Width; // Set by SetNextItemWidth()
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ImGuiID FocusScopeId; // Set by SetNextItemMultiSelectData() (!= 0 signify value has been set, so it's an alternate version of HasSelectionData, we don't use Flags for this because they are cleared too early. This is mostly used for debugging)
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ImGuiCond OpenCond;
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@ -1,4 +1,4 @@
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// dear imgui, v1.89.8
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// dear imgui, v1.89.9 WIP
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// (tables and columns code)
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/*
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@ -1,4 +1,4 @@
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// dear imgui, v1.89.8
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// dear imgui, v1.89.9 WIP
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// (widgets code)
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/*
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@ -492,7 +492,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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// Note that _both_ ButtonFlags and ItemFlags are valid sources, so copy one into the item_flags and only check that.
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ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.InFlags : g.CurrentItemFlags);
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if (flags & ImGuiButtonFlags_AllowOverlap)
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item_flags |= ImGuiItemflags_AllowOverlap;
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item_flags |= ImGuiItemFlags_AllowOverlap;
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if (flags & ImGuiButtonFlags_Repeat)
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item_flags |= ImGuiItemFlags_ButtonRepeat;
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@ -6176,7 +6176,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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}
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ImGuiButtonFlags button_flags = ImGuiTreeNodeFlags_None;
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if ((flags & ImGuiTreeNodeFlags_AllowOverlap) || (g.LastItemData.InFlags & ImGuiItemflags_AllowOverlap))
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if ((flags & ImGuiTreeNodeFlags_AllowOverlap) || (g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap))
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button_flags |= ImGuiButtonFlags_AllowOverlap;
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if (!is_leaf)
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button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
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@ -6506,7 +6506,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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if (flags & ImGuiSelectableFlags_SelectOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; }
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if (flags & ImGuiSelectableFlags_SelectOnRelease) { button_flags |= ImGuiButtonFlags_PressedOnRelease; }
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if (flags & ImGuiSelectableFlags_AllowDoubleClick) { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; }
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if ((flags & ImGuiSelectableFlags_AllowOverlap) || (g.LastItemData.InFlags & ImGuiItemflags_AllowOverlap)) { button_flags |= ImGuiButtonFlags_AllowOverlap; }
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if ((flags & ImGuiSelectableFlags_AllowOverlap) || (g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap)) { button_flags |= ImGuiButtonFlags_AllowOverlap; }
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const bool was_selected = selected;
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bool hovered, held;
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