Updated ImGui.

This commit is contained in:
Branimir Karadžić 2018-05-10 22:08:24 -07:00
parent 4e0cf0d21a
commit 2907d50964
4 changed files with 84 additions and 75 deletions

View File

@ -728,7 +728,7 @@ static void SetWindowCollapsed(ImGuiWindow* window, bool collapsed,
static ImGuiWindow* FindHoveredWindow();
static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags);
static void CheckStacksSize(ImGuiWindow* window, bool write);
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges);
static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);
static void AddWindowToDrawData(ImVector<ImDrawList*>* out_list, ImGuiWindow* window);
@ -2172,14 +2172,14 @@ void ImGui::ItemSize(const ImRect& bb, float text_offset_y)
ItemSize(bb.GetSize(), text_offset_y);
}
static ImGuiDir NavScoreItemGetQuadrant(float dx, float dy)
static ImGuiDir inline NavScoreItemGetQuadrant(float dx, float dy)
{
if (fabsf(dx) > fabsf(dy))
return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left;
return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up;
}
static float NavScoreItemDistInterval(float a0, float a1, float b0, float b1)
static float inline NavScoreItemDistInterval(float a0, float a1, float b0, float b1)
{
if (a1 < b0)
return a1 - b0;
@ -2188,6 +2188,20 @@ static float NavScoreItemDistInterval(float a0, float a1, float b0, float b1)
return 0.0f;
}
static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect& r, const ImRect& clip_rect)
{
if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)
{
r.Min.y = ImClamp(r.Min.y, clip_rect.Min.y, clip_rect.Max.y);
r.Max.y = ImClamp(r.Max.y, clip_rect.Min.y, clip_rect.Max.y);
}
else
{
r.Min.x = ImClamp(r.Min.x, clip_rect.Min.x, clip_rect.Max.x);
r.Max.x = ImClamp(r.Max.x, clip_rect.Min.x, clip_rect.Max.x);
}
}
// Scoring function for directional navigation. Based on https://gist.github.com/rygorous/6981057
static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
{
@ -2199,17 +2213,9 @@ 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++;
// We perform scoring on items bounding box clipped by their parent window on the other axis (clipping on our movement axis would give us equal scores for all clipped items)
if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right)
{
cand.Min.y = ImClamp(cand.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y);
cand.Max.y = ImClamp(cand.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y);
}
else
{
cand.Min.x = ImClamp(cand.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
cand.Max.x = ImClamp(cand.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
}
// 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.NavMoveDir, cand, window->ClipRect);
// Compute distance between boxes
// FIXME-NAV: Introducing biases for vertical navigation, needs to be removed.
@ -2392,6 +2398,7 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
}
// 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))
{
ImGuiNavMoveResult* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
@ -2965,7 +2972,7 @@ static void ImGui::NavUpdateWindowing()
static void NavScrollToBringItemIntoView(ImGuiWindow* window, ImRect& item_rect_rel)
{
// Scroll to keep newly navigated item fully into view
ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1, 1), window->InnerRect.Max - window->Pos + ImVec2(1, 1));
ImRect window_rect_rel(window->InnerMainRect.Min - window->Pos - ImVec2(1, 1), window->InnerMainRect.Max - window->Pos + ImVec2(1, 1));
//g.OverlayDrawList.AddRect(window->Pos + window_rect_rel.Min, window->Pos + window_rect_rel.Max, IM_COL32_WHITE); // [DEBUG]
if (window_rect_rel.Contains(item_rect_rel))
return;
@ -2992,8 +2999,8 @@ static void NavScrollToBringItemIntoView(ImGuiWindow* window, ImRect& item_rect_
window->ScrollTargetCenterRatio.y = 1.0f;
}
// Estimate upcoming scroll so we can offset our relative mouse position so mouse position can be applied immediately (under this block)
ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
// Estimate upcoming scroll so we can offset our relative mouse position so mouse position can be applied immediately after in NavUpdate()
ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window, false);
item_rect_rel.Translate(window->Scroll - next_scroll);
}
@ -3248,7 +3255,7 @@ static void ImGui::NavUpdate()
if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == 0)
{
ImGuiWindow* window = g.NavWindow;
ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1,1), window->InnerRect.Max - window->Pos + ImVec2(1,1));
ImRect window_rect_rel(window->InnerMainRect.Min - window->Pos - ImVec2(1,1), window->InnerMainRect.Max - window->Pos + ImVec2(1,1));
if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
{
float pad = window->CalcFontSize() * 0.5f;
@ -3269,7 +3276,7 @@ static void ImGui::NavUpdate()
g.NavScoringCount = 0;
#if IMGUI_DEBUG_NAV_RECTS
if (g.NavWindow) { for (int layer = 0; layer < 2; layer++) GetOverlayDrawList()->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG]
if (g.NavWindow) { ImU32 col = (g.NavWindow->HiddenFrames == 0) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredMousePos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); g.OverlayDrawList.AddCircleFilled(p, 3.0f, col); g.OverlayDrawList.AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
if (g.NavWindow) { ImU32 col = (g.NavWindow->HiddenFrames == 0) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); g.OverlayDrawList.AddCircleFilled(p, 3.0f, col); g.OverlayDrawList.AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
#endif
}
@ -4524,7 +4531,7 @@ static ImGuiWindow* FindHoveredWindow()
continue;
// Using the clipped AABB, a child window will typically be clipped by its parent (not always)
ImRect bb(window->WindowRectClipped.Min - g.Style.TouchExtraPadding, window->WindowRectClipped.Max + g.Style.TouchExtraPadding);
ImRect bb(window->OuterRectClipped.Min - g.Style.TouchExtraPadding, window->OuterRectClipped.Max + g.Style.TouchExtraPadding);
if (bb.Contains(g.IO.MousePos))
return window;
}
@ -5193,8 +5200,7 @@ void ImGui::EndChild()
}
else
{
// When using auto-filling child window, we don't provide full width/height to ItemSize so that it doesn't feed back into automatic size-fitting.
ImVec2 sz = GetWindowSize();
ImVec2 sz = window->Size;
if (window->AutoFitChildAxises & (1 << ImGuiAxis_X)) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f
sz.x = ImMax(4.0f, sz.x);
if (window->AutoFitChildAxises & (1 << ImGuiAxis_Y))
@ -5500,15 +5506,26 @@ static float GetScrollMaxY(ImGuiWindow* window)
return ImMax(0.0f, window->SizeContents.y - (window->SizeFull.y - window->ScrollbarSizes.y));
}
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges)
{
ImGuiContext& g = *GImGui;
ImVec2 scroll = window->Scroll;
float cr_x = window->ScrollTargetCenterRatio.x;
float cr_y = window->ScrollTargetCenterRatio.y;
if (window->ScrollTarget.x < FLT_MAX)
{
float cr_x = window->ScrollTargetCenterRatio.x;
scroll.x = window->ScrollTarget.x - cr_x * (window->SizeFull.x - window->ScrollbarSizes.x);
}
if (window->ScrollTarget.y < FLT_MAX)
scroll.y = window->ScrollTarget.y - (1.0f - cr_y) * (window->TitleBarHeight() + window->MenuBarHeight()) - cr_y * (window->SizeFull.y - window->ScrollbarSizes.y);
{
// 'snap_on_edges' allows for a discontinuity at the edge of scrolling limits to take account of WindowPadding so that scrolling to make the last item visible scroll far enough to see the padding.
float cr_y = window->ScrollTargetCenterRatio.y;
float target_y = window->ScrollTarget.y;
if (snap_on_edges && cr_y <= 0.0f && target_y <= window->WindowPadding.y)
target_y = 0.0f;
if (snap_on_edges && cr_y >= 1.0f && target_y >= window->SizeContents.y - window->WindowPadding.y + g.Style.ItemSpacing.y)
target_y = window->SizeContents.y;
scroll.y = target_y - (1.0f - cr_y) * (window->TitleBarHeight() + window->MenuBarHeight()) - cr_y * (window->SizeFull.y - window->ScrollbarSizes.y);
}
scroll = ImMax(scroll, ImVec2(0.0f, 0.0f));
if (!window->Collapsed && !window->SkipItems)
{
@ -5962,7 +5979,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->FocusIdxAllRequestNext = window->FocusIdxTabRequestNext = INT_MAX;
// Apply scrolling
window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window);
window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window, true);
window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
// Apply focus, new windows appears in front
@ -6099,11 +6116,12 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Store a backup of SizeFull which we will use next frame to decide if we need scrollbars.
window->SizeFullAtLastBegin = window->SizeFull;
// Update ContentsRegionMax. All the variable it depends on are set above in this function.
window->ContentsRegionRect.Min.x = -window->Scroll.x + window->WindowPadding.x;
window->ContentsRegionRect.Min.y = -window->Scroll.y + window->WindowPadding.y + window->TitleBarHeight() + window->MenuBarHeight();
window->ContentsRegionRect.Max.x = -window->Scroll.x - window->WindowPadding.x + (window->SizeContentsExplicit.x != 0.0f ? window->SizeContentsExplicit.x : (window->Size.x - window->ScrollbarSizes.x));
window->ContentsRegionRect.Max.y = -window->Scroll.y - window->WindowPadding.y + (window->SizeContentsExplicit.y != 0.0f ? window->SizeContentsExplicit.y : (window->Size.y - window->ScrollbarSizes.y));
// Update various regions. Variables they depends on are set above in this function.
// FIXME: window->ContentsRegion.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
window->ContentsRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x;
window->ContentsRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->TitleBarHeight() + window->MenuBarHeight();
window->ContentsRegionRect.Max.x = window->Pos.x - window->Scroll.x - window->WindowPadding.x + (window->SizeContentsExplicit.x != 0.0f ? window->SizeContentsExplicit.x : (window->Size.x - window->ScrollbarSizes.x));
window->ContentsRegionRect.Max.y = window->Pos.y - window->Scroll.y - window->WindowPadding.y + (window->SizeContentsExplicit.y != 0.0f ? window->SizeContentsExplicit.y : (window->Size.y - window->ScrollbarSizes.y));
// Setup drawing context
// (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.)
@ -6205,8 +6223,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
}
// Save clipped aabb so we can access it in constant-time in FindHoveredWindow()
window->WindowRectClipped = window->Rect();
window->WindowRectClipped.ClipWith(window->ClipRect);
window->OuterRectClipped = window->Rect();
window->OuterRectClipped.ClipWith(window->ClipRect);
// Pressing CTRL+C while holding on a window copy its content to the clipboard
// This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope.
@ -6220,18 +6238,18 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Inner rectangle
// We set this up after processing the resize grip so that our clip rectangle doesn't lag by a frame
// Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior.
window->InnerRect.Min.x = title_bar_rect.Min.x + window->WindowBorderSize;
window->InnerRect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight() + (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x - window->WindowBorderSize;
window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y - window->WindowBorderSize;
window->InnerMainRect.Min.x = title_bar_rect.Min.x + window->WindowBorderSize;
window->InnerMainRect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight() + (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
window->InnerMainRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x - window->WindowBorderSize;
window->InnerMainRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y - window->WindowBorderSize;
//window->DrawList->AddRect(window->InnerRect.Min, window->InnerRect.Max, IM_COL32_WHITE);
// Inner clipping rectangle
// Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.
window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(0.0f, ImFloor(window->WindowPadding.x*0.5f - window->WindowBorderSize)));
window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y);
window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(0.0f, ImFloor(window->WindowPadding.x*0.5f - window->WindowBorderSize)));
window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y);
window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerMainRect.Min.x + ImMax(0.0f, ImFloor(window->WindowPadding.x*0.5f - window->WindowBorderSize)));
window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerMainRect.Min.y);
window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerMainRect.Max.x - ImMax(0.0f, ImFloor(window->WindowPadding.x*0.5f - window->WindowBorderSize)));
window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerMainRect.Max.y);
// After Begin() we fill the last item / hovered data based on title bar data. It is a standard behavior (to allow creation of context menus on title bar only, etc.).
window->DC.LastItemId = window->MoveId;
@ -6256,7 +6274,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->Collapsed = parent_window && parent_window->Collapsed;
if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
window->Collapsed |= (window->WindowRectClipped.Min.x >= window->WindowRectClipped.Max.x || window->WindowRectClipped.Min.y >= window->WindowRectClipped.Max.y);
window->Collapsed |= (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y);
// We also hide the window from rendering because we've already added its border to the command list.
// (we could perform the check earlier in the function but it is simpler at this point)
@ -7098,7 +7116,7 @@ void ImGui::SetNextWindowBgAlpha(float alpha)
ImVec2 ImGui::GetContentRegionMax()
{
ImGuiWindow* window = GetCurrentWindowRead();
ImVec2 mx = window->ContentsRegionRect.Max;
ImVec2 mx = window->ContentsRegionRect.Max - window->Pos;
if (window->DC.ColumnsSet)
mx.x = GetColumnOffset(window->DC.ColumnsSet->Current + 1) - window->WindowPadding.x;
return mx;
@ -7119,19 +7137,19 @@ float ImGui::GetContentRegionAvailWidth()
ImVec2 ImGui::GetWindowContentRegionMin()
{
ImGuiWindow* window = GetCurrentWindowRead();
return window->ContentsRegionRect.Min;
return window->ContentsRegionRect.Min - window->Pos;
}
ImVec2 ImGui::GetWindowContentRegionMax()
{
ImGuiWindow* window = GetCurrentWindowRead();
return window->ContentsRegionRect.Max;
return window->ContentsRegionRect.Max - window->Pos;
}
float ImGui::GetWindowContentRegionWidth()
{
ImGuiWindow* window = GetCurrentWindowRead();
return window->ContentsRegionRect.Max.x - window->ContentsRegionRect.Min.x;
return window->ContentsRegionRect.GetWidth();
}
float ImGui::GetTextLineHeight()
@ -7288,12 +7306,6 @@ void ImGui::SetScrollFromPosY(float pos_y, float center_y_ratio)
IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
window->ScrollTarget.y = (float)(int)(pos_y + window->Scroll.y);
window->ScrollTargetCenterRatio.y = center_y_ratio;
// Minor hack to to make scrolling to top/bottom of window take account of WindowPadding, it looks more right to the user this way
if (center_y_ratio <= 0.0f && window->ScrollTarget.y <= window->WindowPadding.y)
window->ScrollTarget.y = 0.0f;
else if (center_y_ratio >= 1.0f && window->ScrollTarget.y >= window->SizeContents.y - window->WindowPadding.y + GImGui->Style.ItemSpacing.y)
window->ScrollTarget.y = window->SizeContents.y;
}
// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
@ -10871,27 +10883,24 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF
SetNextWindowPos(pos);
}
// Horizontally align ourselves with the framed text
PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(style.FramePadding.x, style.WindowPadding.y));
ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings;
if (!Begin(name, NULL, window_flags))
{
EndPopup();
PopStyleVar();
IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above
return false;
}
// Horizontally align ourselves with the framed text
if (style.FramePadding.x != style.WindowPadding.x)
Indent(style.FramePadding.x - style.WindowPadding.x);
return true;
}
void ImGui::EndCombo()
{
const ImGuiStyle& style = GImGui->Style;
if (style.FramePadding.x != style.WindowPadding.x)
Unindent(style.FramePadding.x - style.WindowPadding.x);
EndPopup();
PopStyleVar();
}
// Old API, prefer using BeginCombo() nowadays if you can.
@ -11283,7 +11292,7 @@ bool ImGui::BeginMenuBar()
// We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy.
ImRect bar_rect = window->MenuBarRect();
ImRect clip_rect(ImFloor(bar_rect.Min.x + 0.5f), ImFloor(bar_rect.Min.y + window->WindowBorderSize + 0.5f), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - window->WindowRounding) + 0.5f), ImFloor(bar_rect.Max.y + 0.5f));
clip_rect.ClipWith(window->WindowRectClipped);
clip_rect.ClipWith(window->OuterRectClipped);
PushClipRect(clip_rect.Min, clip_rect.Max, false);
window->DC.CursorPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y);
@ -13306,12 +13315,12 @@ void ImGui::ShowMetricsWindow(bool* p_open)
{
if (ImGui::Begin("ImGui Metrics", p_open))
{
static bool show_draw_cmd_clip_rects = true;
ImGui::Text("Dear ImGui %s", ImGui::GetVersion());
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::Text("%d vertices, %d indices (%d triangles)", ImGui::GetIO().MetricsRenderVertices, ImGui::GetIO().MetricsRenderIndices, ImGui::GetIO().MetricsRenderIndices / 3);
ImGui::Text("%d allocations", (int)GImAllocatorActiveAllocationsCount);
static bool show_clip_rects = true;
ImGui::Checkbox("Show clipping rectangles when hovering draw commands", &show_clip_rects);
ImGui::Checkbox("Show clipping rectangles when hovering draw commands", &show_draw_cmd_clip_rects);
ImGui::Separator();
struct Funcs
@ -13345,7 +13354,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
}
ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "Draw %4d %s vtx, tex 0x%p, clip_rect (%4.0f,%4.0f)-(%4.0f,%4.0f)", pcmd->ElemCount, draw_list->IdxBuffer.Size > 0 ? "indexed" : "non-indexed", pcmd->TextureId, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
if (show_clip_rects && ImGui::IsItemHovered())
if (show_draw_cmd_clip_rects && ImGui::IsItemHovered())
{
ImRect clip_rect = pcmd->ClipRect;
ImRect vtxs_rect;

View File

@ -96,8 +96,8 @@ typedef int ImGuiBackendFlags; // flags: for io.BackendFlags
typedef int ImGuiColorEditFlags; // flags: for ColorEdit*(), ColorPicker*() // enum ImGuiColorEditFlags_
typedef int ImGuiColumnsFlags; // flags: for *Columns*() // enum ImGuiColumnsFlags_
typedef int ImGuiConfigFlags; // flags: for io.ConfigFlags // enum ImGuiConfigFlags_
typedef int ImGuiDragDropFlags; // flags: for *DragDrop*() // enum ImGuiDragDropFlags_
typedef int ImGuiComboFlags; // flags: for BeginCombo() // enum ImGuiComboFlags_
typedef int ImGuiDragDropFlags; // flags: for *DragDrop*() // enum ImGuiDragDropFlags_
typedef int ImGuiFocusedFlags; // flags: for IsWindowFocused() // enum ImGuiFocusedFlags_
typedef int ImGuiHoveredFlags; // flags: for IsItemHovered() etc. // enum ImGuiHoveredFlags_
typedef int ImGuiInputTextFlags; // flags: for InputText*() // enum ImGuiInputTextFlags_

View File

@ -2656,7 +2656,7 @@ struct ExampleAppConsole
Commands.push_back("HISTORY");
Commands.push_back("CLEAR");
Commands.push_back("CLASSIFY"); // "classify" is here to provide an example of "C"+[tab] completing to "CL" and displaying matches.
AddLog("Welcome to ImGui!");
AddLog("Welcome to Dear ImGui!");
}
~ExampleAppConsole()
{
@ -2669,6 +2669,7 @@ struct ExampleAppConsole
static int Stricmp(const char* str1, const char* str2) { int d; while ((d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; } return d; }
static int Strnicmp(const char* str1, const char* str2, int n) { int d = 0; while (n > 0 && (d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; n--; } return d; }
static char* Strdup(const char *str) { size_t len = strlen(str) + 1; void* buff = malloc(len); return (char*)memcpy(buff, (const void*)str, len); }
static void Strtrim(char* str) { char* str_end = str + strlen(str); while (str_end > str && str_end[-1] == ' ') str_end--; *str_end = 0; }
void ClearLog()
{
@ -2767,7 +2768,7 @@ struct ExampleAppConsole
if (copy_to_clipboard)
ImGui::LogFinish();
if (ScrollToBottom)
ImGui::SetScrollHere();
ImGui::SetScrollHere(1.0f);
ScrollToBottom = false;
ImGui::PopStyleVar();
ImGui::EndChild();
@ -2777,8 +2778,7 @@ struct ExampleAppConsole
bool reclaim_focus = false;
if (ImGui::InputText("Input", InputBuf, IM_ARRAYSIZE(InputBuf), ImGuiInputTextFlags_EnterReturnsTrue|ImGuiInputTextFlags_CallbackCompletion|ImGuiInputTextFlags_CallbackHistory, &TextEditCallbackStub, (void*)this))
{
char* input_end = InputBuf+strlen(InputBuf);
while (input_end > InputBuf && input_end[-1] == ' ') { input_end--; } *input_end = 0;
Strtrim(InputBuf);
if (InputBuf[0])
ExecCommand(InputBuf);
strcpy(InputBuf, "");

View File

@ -899,7 +899,6 @@ struct IMGUI_API ImGuiWindow
ImVec2 SizeFullAtLastBegin; // Copy of SizeFull at the end of Begin. This is the reference value we'll use on the next frame to decide if we need scrollbars.
ImVec2 SizeContents; // Size of contents (== extents reach of the drawing cursor) from previous frame. Include decoration, window title, border, menu, etc.
ImVec2 SizeContentsExplicit; // Size of contents explicitly set by the user via SetNextWindowContentSize()
ImRect ContentsRegionRect; // Maximum visible content position in window coordinates. ~~ (SizeContentsExplicit ? SizeContentsExplicit : Size - ScrollbarSizes) - CursorStartPos, per axis
ImVec2 WindowPadding; // Window padding at the time of begin.
float WindowRounding; // Window rounding at the time of begin.
float WindowBorderSize; // Window border size at the time of begin.
@ -908,7 +907,7 @@ struct IMGUI_API ImGuiWindow
ImVec2 Scroll;
ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)
ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
ImVec2 ScrollbarSizes;
ImVec2 ScrollbarSizes; // Size taken by scrollbars on each axis
bool ScrollbarX, ScrollbarY;
bool Active; // Set to true on Begin(), unless Collapsed
bool WasActive;
@ -935,9 +934,10 @@ struct IMGUI_API ImGuiWindow
ImGuiDrawContext DC; // Temporary per-window data, reset at the beginning of the frame
ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack
ImRect ClipRect; // = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2.
ImRect WindowRectClipped; // = WindowRect just after setup in Begin(). == window->Rect() for root window.
ImRect InnerRect, InnerClipRect;
ImRect ClipRect; // Current clipping rectangle. = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2.
ImRect OuterRectClipped; // = WindowRect just after setup in Begin(). == window->Rect() for root window.
ImRect InnerMainRect, InnerClipRect;
ImRect ContentsRegionRect; // FIXME: This is currently confusing/misleading. Maximum visible content position ~~ Pos + (SizeContentsExplicit ? SizeContentsExplicit : Size - ScrollbarSizes) - CursorStartPos, per axis
int LastFrameActive;
float ItemWidthDefault;
ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items