Updated ImGui.

This commit is contained in:
Branimir Karadžić 2018-07-10 14:13:14 -07:00
parent a10c536af4
commit 5beb39e5c6
5 changed files with 211 additions and 91 deletions

View File

@ -305,6 +305,7 @@
When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
You can read releases logs https://github.com/ocornut/imgui/releases for more details.
- 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).
- 2018/07/06 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.OptResizeWindowsFromEdges to enable the feature.
- 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.
- 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.
@ -389,7 +390,7 @@
- 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext().
- 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection.
- 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen).
- 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDraw::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer.
- 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer.
- 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref github issue #337).
- 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337)
- 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete).
@ -841,13 +842,6 @@
#endif
#endif
// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall
#ifdef _MSC_VER
#define IMGUI_CDECL __cdecl
#else
#define IMGUI_CDECL
#endif
static const ImS32 IM_S32_MIN = 0x80000000; // INT_MIN;
static const ImS32 IM_S32_MAX = 0x7FFFFFFF; // INT_MAX;
static const ImU32 IM_U32_MIN = 0;
@ -870,7 +864,7 @@ static void SetWindowScrollY(ImGuiWindow* window, float new_scroll_y
static void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond);
static void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond);
static void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond);
static ImGuiWindow* FindHoveredWindow();
static void FindHoveredWindow();
static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags);
static void CheckStacksSize(ImGuiWindow* window, bool write);
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges);
@ -899,6 +893,7 @@ static bool BeginChildEx(const char* name, ImGuiID id, const ImVec2&
static void NavUpdate();
static void NavUpdateWindowing();
static void NavUpdateWindowingList();
static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id);
static void UpdateMouseInputs();
@ -2138,7 +2133,6 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name)
ParentWindow = NULL;
RootWindow = NULL;
RootWindowForTitleBarHighlight = NULL;
RootWindowForTabbing = NULL;
RootWindowForNav = NULL;
NavLastIds[0] = NavLastIds[1] = 0;
@ -2709,7 +2703,7 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
return false;
// Test if the item is disabled
if (window->DC.ItemFlags & ImGuiItemFlags_Disabled)
if ((window->DC.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
return false;
// Special handling for the 1st item after Begin() which represent the title bar. When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect tht case.
@ -3056,7 +3050,8 @@ static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
ImGuiWindow* window_target = FindWindowNavigable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);
if (!window_target)
window_target = FindWindowNavigable((focus_change_dir < 0) ? (g.Windows.Size - 1) : 0, i_current, focus_change_dir);
g.NavWindowingTarget = window_target;
if (window_target) // Don't reset windowing target if there's a single window in the list
g.NavWindowingTarget = window_target;
g.NavWindowingToggleLayer = false;
}
@ -3067,12 +3062,19 @@ static void ImGui::NavUpdateWindowing()
ImGuiWindow* apply_focus_window = NULL;
bool apply_toggle_layer = false;
ImGuiWindow* modal_window = GetFrontMostPopupModal();
if (modal_window != NULL)
{
g.NavWindowingTarget = NULL;
return;
}
bool start_windowing_with_gamepad = !g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed);
bool start_windowing_with_keyboard = !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard);
if (start_windowing_with_gamepad || start_windowing_with_keyboard)
if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavigable(g.Windows.Size - 1, -INT_MAX, -1))
{
g.NavWindowingTarget = window->RootWindowForTabbing;
g.NavWindowingTarget = window;
g.NavWindowingHighlightTimer = g.NavWindowingHighlightAlpha = 0.0f;
g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true;
g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad;
@ -3134,14 +3136,14 @@ static void ImGui::NavUpdateWindowing()
{
const float NAV_MOVE_SPEED = 800.0f;
const float move_speed = ImFloor(NAV_MOVE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); // FIXME: Doesn't code variable framerate very well
g.NavWindowingTarget->Pos += move_delta * move_speed;
g.NavWindowingTarget->RootWindow->Pos += move_delta * move_speed;
g.NavDisableMouseHover = true;
MarkIniSettingsDirty(g.NavWindowingTarget);
}
}
// Apply final focus
if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindowForTabbing))
if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))
{
g.NavDisableHighlight = false;
g.NavDisableMouseHover = true;
@ -3161,9 +3163,11 @@ static void ImGui::NavUpdateWindowing()
// Apply menu/layer toggle
if (apply_toggle_layer && g.NavWindow)
{
// Move to parent menu if necessary
ImGuiWindow* new_nav_window = g.NavWindow;
while ((new_nav_window->DC.NavLayerActiveMask & (1 << 1)) == 0 && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
new_nav_window = new_nav_window->ParentWindow;
if (new_nav_window != g.NavWindow)
{
ImGuiWindow* old_nav_window = g.NavWindow;
@ -3176,6 +3180,46 @@ static void ImGui::NavUpdateWindowing()
}
}
// Window has already passed the IsWindowNavFocusable()
static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)
{
if (window->Flags & ImGuiWindowFlags_Popup)
return "(Popup)";
if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0)
return "(Main menu bar)";
return "(Untitled)";
}
// Overlay displayed when using CTRL+TAB. Called by EndFrame().
void ImGui::NavUpdateWindowingList()
{
ImGuiContext& g = *GImGui;
if (!g.NavWindowingTarget)
{
g.NavWindowingList = NULL;
return;
}
if (g.NavWindowingList == NULL)
g.NavWindowingList = FindWindowByName("###NavWindowList");
SetNextWindowSizeConstraints(ImVec2(g.IO.DisplaySize.x * 0.20f, g.IO.DisplaySize.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
SetNextWindowPos(g.IO.DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
Begin("###NavWindowList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize);
for (int n = g.Windows.Size - 1; n >= 0; n--)
{
ImGuiWindow* window = g.Windows[n];
if (!IsWindowNavFocusable(window))
continue;
const char* label = window->Name;
if (label == FindRenderedTextEnd(label))
label = GetFallbackWindowNameForWindowingList(window);
Selectable(label, g.NavWindowingTarget == window);
}
End();
PopStyleVar();
}
// 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)
@ -3550,7 +3594,21 @@ static void ImGui::NavUpdate()
#endif
}
void ImGui::UpdateMovingWindow()
void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
{
// Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows.
ImGuiContext& g = *GImGui;
FocusWindow(window);
SetActiveID(window->MoveId, window);
g.NavDisableHighlight = true;
g.ActiveIdClickOffset = g.IO.MousePos - window->RootWindow->Pos;
if (!(window->Flags & ImGuiWindowFlags_NoMove) && !(window->RootWindow->Flags & ImGuiWindowFlags_NoMove))
g.MovingWindow = window;
}
// Handle mouse moving window
// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()
void ImGui::UpdateMouseMovingWindow()
{
ImGuiContext& g = *GImGui;
if (g.MovingWindow != NULL)
@ -3588,6 +3646,11 @@ void ImGui::UpdateMovingWindow()
}
}
static bool IsWindowActiveAndVisible(ImGuiWindow* window)
{
return (window->HiddenFrames == 0) && (window->Active);
}
static void ImGui::UpdateMouseInputs()
{
ImGuiContext& g = *GImGui;
@ -3647,8 +3710,7 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags()
// - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow.
// - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame.
// - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
g.HoveredWindow = (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoInputs)) ? g.MovingWindow : FindHoveredWindow();
g.HoveredRootWindow = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
FindHoveredWindow();
// Modal windows prevents cursor from hovering behind them.
ImGuiWindow* modal_window = GetFrontMostPopupModal();
@ -3814,13 +3876,14 @@ void ImGui::NewFrame()
g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame))) : FLT_MAX;
// Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
UpdateMovingWindow();
UpdateMouseMovingWindow();
UpdateHoveredWindowAndCaptureFlags();
if (GetFrontMostPopupModal() != NULL)
g.ModalWindowDarkeningRatio = ImMin(g.ModalWindowDarkeningRatio + g.IO.DeltaTime * 6.0f, 1.0f);
// Background darkening/whitening
if (GetFrontMostPopupModal() != NULL || g.NavWindowingTarget != NULL)
g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f);
else
g.ModalWindowDarkeningRatio = 0.0f;
g.DimBgRatio = 0.0f;
g.MouseCursor = ImGuiMouseCursor_Arrow;
g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;
@ -4330,6 +4393,8 @@ void ImGui::EndFrame()
g.PlatformImeLastPos = g.PlatformImePos;
}
NavUpdateWindowingList();
// Hide implicit "Debug" window if it hasn't been used
IM_ASSERT(g.CurrentWindowStack.Size == 1); // Mismatched Begin()/End() calls, did you forget to call end on g.CurrentWindow->Name?
if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)
@ -4344,20 +4409,9 @@ void ImGui::EndFrame()
if (g.IO.MouseClicked[0])
{
if (g.HoveredRootWindow != NULL)
{
// Set ActiveId even if the _NoMove flag is set, without it dragging away from a window with _NoMove would activate hover on other windows.
FocusWindow(g.HoveredWindow);
SetActiveID(g.HoveredWindow->MoveId, g.HoveredWindow);
g.NavDisableHighlight = true;
g.ActiveIdClickOffset = g.IO.MousePos - g.HoveredRootWindow->Pos;
if (!(g.HoveredWindow->Flags & ImGuiWindowFlags_NoMove) && !(g.HoveredRootWindow->Flags & ImGuiWindowFlags_NoMove))
g.MovingWindow = g.HoveredWindow;
}
StartMouseMovingWindow(g.HoveredWindow);
else if (g.NavWindow != NULL && GetFrontMostPopupModal() == NULL)
{
// Clicking on void disable focus
FocusWindow(NULL);
}
FocusWindow(NULL); // Clicking on void disable focus
}
// With right mouse button we close popups without changing focus
@ -4418,15 +4472,18 @@ void ImGui::Render()
// Gather windows to render
g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsActiveWindows = 0;
g.DrawDataBuilder.Clear();
ImGuiWindow* window_to_render_front_most = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget : NULL;
ImGuiWindow* windows_to_render_front_most[2];
windows_to_render_front_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL;
windows_to_render_front_most[1] = (g.NavWindowingList);
for (int n = 0; n != g.Windows.Size; n++)
{
ImGuiWindow* window = g.Windows[n];
if (window->Active && window->HiddenFrames == 0 && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != window_to_render_front_most)
if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_front_most[0] && window != windows_to_render_front_most[1])
AddWindowToDrawDataSelectLayer(window);
}
if (window_to_render_front_most && window_to_render_front_most->Active && window_to_render_front_most->HiddenFrames == 0) // NavWindowingTarget is always temporarily displayed as the front-most window
AddWindowToDrawDataSelectLayer(window_to_render_front_most);
for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_front_most); n++)
if (windows_to_render_front_most[n] && IsWindowActiveAndVisible(windows_to_render_front_most[n])) // NavWindowingTarget is always temporarily displayed as the front-most window
AddWindowToDrawDataSelectLayer(windows_to_render_front_most[n]);
g.DrawDataBuilder.FlattenIntoSingleLayer();
// Draw software mouse cursor if requested
@ -4814,10 +4871,15 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items
// Find window given position, search front-to-back
// FIXME: Note that we have a lag here because WindowRectClipped is updated in Begin() so windows moved by user via SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is called, aka before the next Begin(). Moving window thankfully isn't affected.
static ImGuiWindow* FindHoveredWindow()
static void FindHoveredWindow()
{
ImGuiContext& g = *GImGui;
for (int i = g.Windows.Size - 1; i >= 0; i--)
ImGuiWindow* hovered_window = NULL;
if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoInputs))
hovered_window = g.MovingWindow;
for (int i = g.Windows.Size - 1; i >= 0 && hovered_window == NULL; i--)
{
ImGuiWindow* window = g.Windows[i];
if (!window->Active)
@ -4828,9 +4890,17 @@ static ImGuiWindow* FindHoveredWindow()
// Using the clipped AABB, a child window will typically be clipped by its parent (not always)
ImRect bb(window->OuterRectClipped.Min - g.Style.TouchExtraPadding, window->OuterRectClipped.Max + g.Style.TouchExtraPadding);
if (bb.Contains(g.IO.MousePos))
return window;
{
if (hovered_window == NULL)
hovered_window = window;
if (hovered_window)
break;
}
}
return NULL;
g.HoveredWindow = hovered_window;
g.HoveredRootWindow = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
}
// Test if mouse cursor is hovering given rectangle
@ -5767,10 +5837,9 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl
// User can disable loading and saving of settings. Tooltip and child windows also don't store settings.
if (!(flags & ImGuiWindowFlags_NoSavedSettings))
{
// Retrieve settings from .ini file
if (ImGuiWindowSettings* settings = ImGui::FindWindowSettings(window->ID))
{
// Retrieve settings from .ini file
window->SettingsIdx = g.SettingsWindows.index_from_pointer(settings);
SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
window->Pos = ImFloor(settings->Pos);
@ -5778,8 +5847,8 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl
if (ImLengthSqr(settings->Size) > 0.00001f)
size = ImFloor(settings->Size);
}
}
window->Size = window->SizeFull = window->SizeFullAtLastBegin = size;
window->DC.CursorMaxPos = window->Pos; // So first call to CalcSizeContents() doesn't return crazy values
if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
{
@ -6029,7 +6098,7 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
PopID();
// Navigation resize (keyboard/gamepad)
if (g.NavWindowingTarget == window)
if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window)
{
ImVec2 nav_resize_delta;
if (g.NavInputSource == ImGuiInputSource_NavKeyboard && g.IO.KeyShift)
@ -6101,6 +6170,12 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
else
flags = window->Flags;
// Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack
ImGuiWindow* parent_window_in_stack = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back();
ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow;
IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
window->HasCloseButton = (p_open != NULL);
// Update the Appearing flag
bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFrames > 0);
@ -6111,15 +6186,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window_just_activated_by_user |= (window != popup_ref.Window);
}
window->Appearing = (window_just_activated_by_user || window_just_appearing_after_hidden_for_resize);
window->HasCloseButton = (p_open != NULL);
if (window->Appearing)
SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
// Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack
ImGuiWindow* parent_window_in_stack = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back();
ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow;
IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
// Add to stack
g.CurrentWindowStack.push_back(window);
SetCurrentWindow(window);
@ -6185,11 +6254,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Initialize
window->ParentWindow = parent_window;
window->RootWindow = window->RootWindowForTitleBarHighlight = window->RootWindowForTabbing = window->RootWindowForNav = window;
window->RootWindow = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;
if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !window_is_child_tooltip)
window->RootWindow = parent_window->RootWindow;
if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)))
window->RootWindowForTitleBarHighlight = window->RootWindowForTabbing = parent_window->RootWindowForTitleBarHighlight; // Same value in master branch, will differ for docking
window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight;
while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened)
window->RootWindowForNav = window->RootWindowForNav->ParentWindow;
@ -6346,7 +6415,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)
window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
// Prepare for focus requests
// Prepare for item focus requests
window->FocusIdxAllRequestCurrent = (window->FocusIdxAllRequestNext == INT_MAX || window->FocusIdxAllCounter == -1) ? INT_MAX : (window->FocusIdxAllRequestNext + (window->FocusIdxAllCounter+1)) % (window->FocusIdxAllCounter+1);
window->FocusIdxTabRequestCurrent = (window->FocusIdxTabRequestNext == INT_MAX || window->FocusIdxTabCounter == -1) ? INT_MAX : (window->FocusIdxTabRequestNext + (window->FocusIdxTabCounter+1)) % (window->FocusIdxTabCounter+1);
window->FocusIdxAllCounter = window->FocusIdxTabCounter = -1;
@ -6356,7 +6425,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window, true);
window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
// Apply focus, new windows appears in front
// Apply window focus (new and reactivated windows are moved to front)
bool want_focus = false;
if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))
if (!(flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) || (flags & ImGuiWindowFlags_Popup))
@ -6388,23 +6457,29 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
else
PushClipRect(viewport_rect.Min, viewport_rect.Max, true);
// Draw modal window background (darkens what is behind them)
if ((flags & ImGuiWindowFlags_Modal) != 0 && window == GetFrontMostPopupModal())
window->DrawList->AddRectFilled(viewport_rect.Min, viewport_rect.Max, GetColorU32(ImGuiCol_ModalWindowDarkening, g.ModalWindowDarkeningRatio));
// Draw modal window background (darkens what is behind them, all viewports)
const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetFrontMostPopupModal() && window->HiddenFrames <= 0;
const bool dim_bg_for_window_list = g.NavWindowingTarget && (window == g.NavWindowingTarget->RootWindow);
if (dim_bg_for_modal || dim_bg_for_window_list)
{
const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowListDimBg, g.DimBgRatio);
window->DrawList->AddRectFilled(viewport_rect.Min, viewport_rect.Max, dim_bg_col);
}
// Draw navigation selection/windowing rectangle background
if (g.NavWindowingTarget == window)
if (dim_bg_for_window_list && window == g.NavWindowingTarget->RootWindow)
{
ImRect bb = window->Rect();
bb.Expand(g.FontSize);
if (!bb.Contains(viewport_rect)) // Avoid drawing if the window covers all the viewport anyway
window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha * 0.25f), g.Style.WindowRounding);
window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowListHighlight, g.NavWindowingHighlightAlpha * 0.25f), g.Style.WindowRounding);
}
// Draw window + handle manual resize
const float window_rounding = window->WindowRounding;
const float window_border_size = window->WindowBorderSize;
const bool title_bar_is_highlight = want_focus || (g.NavWindow && window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight);
const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight);
const ImRect title_bar_rect = window->TitleBarRect();
if (window->Collapsed)
{
@ -6424,7 +6499,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(g.NextWindowData.BgAlphaVal) << IM_COL32_A_SHIFT);
g.NextWindowData.BgAlphaCond = 0;
}
window->DrawList->AddRectFilled(window->Pos+ImVec2(0,window->TitleBarHeight()), window->Pos+window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot);
window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot);
// Title bar
ImU32 title_bar_col = GetColorU32(window->Collapsed ? ImGuiCol_TitleBgCollapsed : title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
@ -6470,7 +6545,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->DrawList->AddLine(border.Min, border.Max, GetColorU32(ImGuiCol_SeparatorActive), ImMax(1.0f, window_border_size));
}
if (style.FrameBorderSize > 0 && !(flags & ImGuiWindowFlags_NoTitleBar))
window->DrawList->AddLine(title_bar_rect.GetBL() + ImVec2(style.WindowBorderSize, -1), title_bar_rect.GetBR() + ImVec2(-style.WindowBorderSize,-1), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
window->DrawList->AddLine(title_bar_rect.GetBL() + ImVec2(style.WindowBorderSize, -1), title_bar_rect.GetBR() + ImVec2(-style.WindowBorderSize, -1), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
}
// Draw navigation selection/windowing rectangle border
@ -6484,7 +6559,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
bb.Expand(-g.FontSize - 1.0f);
rounding = window->WindowRounding;
}
window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), rounding, ~0, 3.0f);
window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowListHighlight, g.NavWindowingHighlightAlpha), rounding, ~0, 3.0f);
}
// Store a backup of SizeFull which we will use next frame to decide if we need scrollbars.
@ -6640,10 +6715,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->BeginCount++;
g.NextWindowData.Clear();
// Child window can be out of sight and have "negative" clip windows.
// Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
if (flags & ImGuiWindowFlags_ChildWindow)
{
// Child window can be out of sight and have "negative" clip windows.
// Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0);
window->Collapsed = parent_window && parent_window->Collapsed;
@ -6655,6 +6731,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
if (window->Collapsed)
window->Active = false;
}
// Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point)
if (style.Alpha <= 0.0f)
window->Active = false;
@ -7178,10 +7256,11 @@ const char* ImGui::GetStyleColorName(ImGuiCol idx)
case ImGuiCol_PlotHistogram: return "PlotHistogram";
case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered";
case ImGuiCol_TextSelectedBg: return "TextSelectedBg";
case ImGuiCol_ModalWindowDarkening: return "ModalWindowDarkening";
case ImGuiCol_DragDropTarget: return "DragDropTarget";
case ImGuiCol_NavHighlight: return "NavHighlight";
case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight";
case ImGuiCol_NavWindowListHighlight: return "NavWindowListHighlight";
case ImGuiCol_NavWindowListDimBg: return "NavWindowListDimBg";
case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg";
}
IM_ASSERT(0);
return "Unknown";
@ -7266,7 +7345,7 @@ bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
return window->Active && window == window->RootWindowForTabbing && (!(window->Flags & ImGuiWindowFlags_NoNavFocus) || window == g.NavWindow);
return window->Active && window == window->RootWindow && (!(window->Flags & ImGuiWindowFlags_NoNavFocus) || window == g.NavWindow);
}
float ImGui::GetWindowWidth()
@ -13856,11 +13935,14 @@ void ImGui::ShowMetricsWindow(bool* p_open)
if (ImGui::Begin("ImGui Metrics", p_open))
{
static bool show_draw_cmd_clip_rects = true;
static bool show_window_begin_order = false;
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);
ImGui::Checkbox("Show clipping rectangles when hovering draw commands", &show_draw_cmd_clip_rects);
ImGui::Checkbox("Ctrl shows window begin order", &show_window_begin_order);
ImGui::Separator();
struct Funcs
@ -13950,12 +14032,12 @@ void ImGui::ShowMetricsWindow(bool* p_open)
ImGuiWindowFlags flags = window->Flags;
NodeDrawList(window, window->DrawList, "DrawList");
ImGui::BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), SizeContents (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->SizeContents.x, window->SizeContents.y);
ImGui::BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s..)", flags,
ImGui::BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s..)", flags,
(flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",
(flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "",
(flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : "");
(flags & ImGuiWindowFlags_NoInputs) ? "NoInputs":"", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : "");
ImGui::BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f)", window->Scroll.x, GetScrollMaxX(window), window->Scroll.y, GetScrollMaxY(window));
ImGui::BulletText("Active: %d, WriteAccessed: %d", window->Active || window->WasActive, window->WriteAccessed);
ImGui::BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);
ImGui::BulletText("NavLastIds: 0x%08X,0x%08X, NavLayerActiveMask: %X", window->NavLastIds[0], window->NavLastIds[1], window->DC.NavLayerActiveMask);
ImGui::BulletText("NavLastChildNavWindow: %s", window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
if (!window->NavRectRel[0].IsInverted())
@ -13994,7 +14076,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
Funcs::NodeDrawList(NULL, g.DrawDataBuilder.Layers[0][i], "DrawList");
ImGui::TreePop();
}
if (ImGui::TreeNode("Popups", "Open Popups Stack (%d)", g.OpenPopupStack.Size))
if (ImGui::TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size))
{
for (int i = 0; i < g.OpenPopupStack.Size; i++)
{
@ -14018,9 +14100,27 @@ void ImGui::ShowMetricsWindow(bool* p_open)
ImGui::Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
ImGui::Text("NavActivateId: 0x%08X, NavInputId: 0x%08X", g.NavActivateId, g.NavInputId);
ImGui::Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
ImGui::Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
ImGui::Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
ImGui::TreePop();
}
if (g.IO.KeyCtrl && show_window_begin_order)
{
for (int n = 0; n < g.Windows.Size; n++)
{
ImGuiWindow* window = g.Windows[n];
if ((window->Flags & ImGuiWindowFlags_ChildWindow) || !window->WasActive)
continue;
char buf[32];
ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext);
float font_size = ImGui::GetFontSize() * 2;
ImDrawList* overlay_draw_list = GetOverlayDrawList();
overlay_draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255));
overlay_draw_list->AddText(NULL, font_size, window->Pos, IM_COL32(255, 255, 255, 255), buf);
}
}
}
ImGui::End();
}

View File

@ -708,7 +708,8 @@ enum ImGuiFocusedFlags_
};
// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
// Note: 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!
// Note: 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!
// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
enum ImGuiHoveredFlags_
{
ImGuiHoveredFlags_None = 0, // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them.
@ -719,6 +720,7 @@ enum ImGuiHoveredFlags_
//ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 5, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is overlapped by another window
ImGuiHoveredFlags_AllowWhenDisabled = 1 << 7, // Return true even if the item is disabled
ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows
};
@ -893,15 +895,17 @@ enum ImGuiCol_
ImGuiCol_PlotHistogram,
ImGuiCol_PlotHistogramHovered,
ImGuiCol_TextSelectedBg,
ImGuiCol_ModalWindowDarkening, // Darken/colorize entire screen behind a modal window, when one is active
ImGuiCol_DragDropTarget,
ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item
ImGuiCol_NavWindowingHighlight, // Gamepad/keyboard: when holding NavMenu to focus/move/resize windows
ImGuiCol_NavWindowListHighlight,// Highlight window when using CTRL+TAB
ImGuiCol_NavWindowListDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
ImGuiCol_COUNT
// Obsolete names (will be removed)
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
, ImGuiCol_ChildWindowBg = ImGuiCol_ChildBg, ImGuiCol_Column = ImGuiCol_Separator, ImGuiCol_ColumnHovered = ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive = ImGuiCol_SeparatorActive
, ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg
//ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered, // [unused since 1.60+] the close button now uses regular button colors.
//ImGuiCol_ComboBg, // [unused since 1.53+] ComboBg has been merged with PopupBg, so a redirect isn't accurate.
#endif

View File

@ -1860,7 +1860,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::OpenPopup("Stacked 1");
if (ImGui::BeginPopupModal("Stacked 1"))
{
ImGui::Text("Hello from Stacked The First\nUsing style.Colors[ImGuiCol_ModalWindowDarkening] for darkening.");
ImGui::Text("Hello from Stacked The First\nUsing style.Colors[ImGuiCol_ModalWindowDimBg] behind it.");
static int item = 1;
ImGui::Combo("Combo", &item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0");
static float color[4] = { 0.4f,0.7f,0.0f,0.5f };

View File

@ -194,10 +194,11 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst)
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
colors[ImGuiCol_ModalWindowDarkening] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f);
colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
colors[ImGuiCol_NavWindowListHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
colors[ImGuiCol_NavWindowListDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);
colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f);
}
void ImGui::StyleColorsClassic(ImGuiStyle* dst)
@ -243,10 +244,11 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst)
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f);
colors[ImGuiCol_ModalWindowDarkening] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
colors[ImGuiCol_NavWindowListHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
colors[ImGuiCol_NavWindowListDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);
colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
}
// Those light colors are better suited with a thicker font than the default one + FrameBorder
@ -293,10 +295,11 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.45f, 0.00f, 1.00f);
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
colors[ImGuiCol_ModalWindowDarkening] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f);
colors[ImGuiCol_NavWindowListHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f);
colors[ImGuiCol_NavWindowListDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.20f);
colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
}
//-----------------------------------------------------------------------------

View File

@ -98,6 +98,13 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit ImGui context pointe
#define IM_NEWLINE "\n"
#endif
// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall
#ifdef _MSC_VER
#define IMGUI_CDECL __cdecl
#else
#define IMGUI_CDECL
#endif
// Helpers: UTF-8 <> wchar
IMGUI_API int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count
IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // return input UTF-8 bytes count
@ -203,6 +210,7 @@ static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs)
enum ImGuiButtonFlags_
{
ImGuiButtonFlags_None = 0,
ImGuiButtonFlags_Repeat = 1 << 0, // hold to repeat
ImGuiButtonFlags_PressedOnClickRelease = 1 << 1, // return true on click + release on same item [DEFAULT if no PressedOn* flag is set]
ImGuiButtonFlags_PressedOnClick = 1 << 2, // return true on click (default requires click+release)
@ -221,12 +229,14 @@ enum ImGuiButtonFlags_
enum ImGuiSliderFlags_
{
ImGuiSliderFlags_None = 0,
ImGuiSliderFlags_Vertical = 1 << 0
};
enum ImGuiColumnsFlags_
{
// Default: 0
ImGuiColumnsFlags_None = 0,
ImGuiColumnsFlags_NoBorder = 1 << 0, // Disable column dividers
ImGuiColumnsFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers
ImGuiColumnsFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns
@ -246,6 +256,7 @@ enum ImGuiSelectableFlagsPrivate_
enum ImGuiSeparatorFlags_
{
ImGuiSeparatorFlags_None = 0,
ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar
ImGuiSeparatorFlags_Vertical = 1 << 1
};
@ -253,6 +264,7 @@ enum ImGuiSeparatorFlags_
// Storage for LastItem data
enum ImGuiItemStatusFlags_
{
ImGuiItemStatusFlags_None = 0,
ImGuiItemStatusFlags_HoveredRect = 1 << 0,
ImGuiItemStatusFlags_HasDisplayRect = 1 << 1
};
@ -659,6 +671,7 @@ struct ImGuiContext
ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
int NavScoringCount; // Metrics for debugging
ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed front-most.
ImGuiWindow* NavWindowingList;
float NavWindowingHighlightTimer;
float NavWindowingHighlightAlpha;
bool NavWindowingToggleLayer;
@ -686,7 +699,7 @@ struct ImGuiContext
// Render
ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user
ImDrawDataBuilder DrawDataBuilder;
float ModalWindowDarkeningRatio;
float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list)
ImDrawList OverlayDrawList; // Optional software render of mouse cursors, if io.MouseDrawCursor is set + a few debug overlays
ImGuiMouseCursor MouseCursor;
@ -787,7 +800,7 @@ struct ImGuiContext
NavInputSource = ImGuiInputSource_None;
NavScoringRectScreen = ImRect();
NavScoringCount = 0;
NavWindowingTarget = NULL;
NavWindowingTarget = NavWindowingList = NULL;
NavWindowingHighlightTimer = NavWindowingHighlightAlpha = 0.0f;
NavWindowingToggleLayer = false;
NavLayer = 0;
@ -806,7 +819,7 @@ struct ImGuiContext
NavMoveRequestForward = ImGuiNavForward_None;
NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None;
ModalWindowDarkeningRatio = 0.0f;
DimBgRatio = 0.0f;
OverlayDrawList._Data = &DrawListSharedData;
OverlayDrawList._OwnerName = "##Overlay"; // Give it a name for debugging
MouseCursor = ImGuiMouseCursor_Arrow;
@ -852,7 +865,7 @@ enum ImGuiItemFlags_
{
ImGuiItemFlags_AllowKeyboardFocus = 1 << 0, // true
ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings.
ImGuiItemFlags_Disabled = 1 << 2, // false // FIXME-WIP: Disable interactions but doesn't affect visuals. Should be: grey out and disable interactions with widgets that affect data + view widgets (WIP)
ImGuiItemFlags_Disabled = 1 << 2, // false // [BETA] Disable interactions but doesn't affect visuals yet. See github.com/ocornut/imgui/issues/211
ImGuiItemFlags_NoNav = 1 << 3, // false
ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false
ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window
@ -1002,7 +1015,6 @@ struct IMGUI_API ImGuiWindow
ImGuiWindow* ParentWindow; // If we are a child _or_ popup window, this is pointing to our parent. Otherwise NULL.
ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window.
ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active.
ImGuiWindow* RootWindowForTabbing; // Point to ourself or first ancestor which can be CTRL-Tabbed into.
ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag.
ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.)
@ -1073,7 +1085,8 @@ namespace ImGui
IMGUI_API void Shutdown(ImGuiContext* context); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext().
IMGUI_API void UpdateHoveredWindowAndCaptureFlags();
IMGUI_API void UpdateMovingWindow();
IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window);
IMGUI_API void UpdateMouseMovingWindow();
IMGUI_API void MarkIniSettingsDirty();
IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window);