mirror of https://github.com/bkaradzic/bgfx
Updated ImGui.
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@ -391,10 +391,12 @@
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e.g. when displaying a list of objects, using indices or pointers as ID will preserve the node open/closed state differently. experiment and see what makes more sense!
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Q: How can I tell when ImGui wants my mouse/keyboard inputs and when I can pass them to my application?
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A: You can read the 'io.WantCaptureXXX' flags in the ImGuiIO structure. Preferably read them after calling ImGui::NewFrame() to avoid those flags lagging by one frame.
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A: You can read the 'io.WantCaptureXXX' flags in the ImGuiIO structure. Preferably read them after calling ImGui::NewFrame() to avoid those flags lagging by one frame, but either should be fine.
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When 'io.WantCaptureMouse' or 'io.WantCaptureKeyboard' flags are set you may want to discard/hide the inputs from the rest of your application.
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When 'io.WantInputsCharacters' is set to may want to notify your OS to popup an on-screen keyboard, if available.
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ImGui is tracking dragging and widget activity that may occur outside the boundary of a window, so 'io.WantCaptureMouse' is a more accurate and complete than testing for ImGui::IsMouseHoveringAnyWindow().
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(Advanced note: text input releases focus on Return 'KeyDown', so the following Return 'KeyUp' event that your application receive will typically have 'io.WantcaptureKeyboard=false'.
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Depending on your application logic it may or not be inconvenient. You might want to track which key-downs were for ImGui (e.g. with an array of bool) and filter out the corresponding key-ups.)
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Q: How can I load a different font than the default? (default is an embedded version of ProggyClean.ttf, rendered at size 13)
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A: Use the font atlas to load the TTF file you want:
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@ -900,6 +902,13 @@ int ImStrnicmp(const char* str1, const char* str2, int count)
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return d;
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}
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void ImStrncpy(char* dst, const char* src, int count)
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{
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if (count < 1) return;
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strncpy(dst, src, (size_t)count);
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dst[count-1] = 0;
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}
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char* ImStrdup(const char *str)
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{
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size_t len = strlen(str) + 1;
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@ -1436,7 +1445,7 @@ ImGuiTextFilter::ImGuiTextFilter(const char* default_filter)
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{
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if (default_filter)
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{
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ImFormatString(InputBuf, IM_ARRAYSIZE(InputBuf), "%s", default_filter);
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ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf));
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Build();
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}
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else
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@ -4913,8 +4922,7 @@ void ImGui::SetWindowFocus(const char* name)
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{
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if (name)
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{
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ImGuiWindow* window = FindWindowByName(name);
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if (window)
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if (ImGuiWindow* window = FindWindowByName(name))
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FocusWindow(window);
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}
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else
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@ -7637,9 +7645,9 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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// Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar)
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// From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode)
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const int prev_len_w = edit_state.CurLenW;
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edit_state.Text.resize(buf_size+1); // wchar count <= utf-8 count. we use +1 to make sure that .Data isn't NULL so it doesn't crash.
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edit_state.InitialText.resize(buf_size+1); // utf-8. we use +1 to make sure that .Data isn't NULL so it doesn't crash.
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ImFormatString(edit_state.InitialText.Data, edit_state.InitialText.Size, "%s", buf);
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edit_state.Text.resize(buf_size+1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data isn't NULL so it doesn't crash.
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edit_state.InitialText.resize(buf_size+1); // UTF-8. we use +1 to make sure that .Data isn't NULL so it doesn't crash.
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ImStrncpy(edit_state.InitialText.Data, buf, edit_state.InitialText.Size);
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const char* buf_end = NULL;
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edit_state.CurLenW = ImTextStrFromUtf8(edit_state.Text.Data, edit_state.Text.Size, buf, NULL, &buf_end);
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edit_state.CurLenA = (int)(buf_end - buf); // We can't get the result from ImFormatString() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8.
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@ -7845,7 +7853,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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// Restore initial value
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if (is_editable)
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{
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ImFormatString(buf, buf_size, "%s", edit_state.InitialText.Data);
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ImStrncpy(buf, edit_state.InitialText.Data, buf_size);
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value_changed = true;
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}
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}
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@ -7931,16 +7939,19 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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// Copy back to user buffer
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if (is_editable && strcmp(edit_state.TempTextBuffer.Data, buf) != 0)
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{
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ImFormatString(buf, buf_size, "%s", edit_state.TempTextBuffer.Data);
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ImStrncpy(buf, edit_state.TempTextBuffer.Data, buf_size);
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value_changed = true;
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}
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}
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}
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// Render
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// Select which buffer we are going to display. When ImGuiInputTextFlags_NoLiveEdit is set 'buf' might still be the old value. We set buf to NULL to prevent accidental usage from now on.
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const char* buf_display = (g.ActiveId == id && is_editable) ? edit_state.TempTextBuffer.Data : buf; buf = NULL;
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if (!is_multiline)
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RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
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// Render
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const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + size.x, frame_bb.Min.y + size.y); // Not using frame_bb.Max because we have adjusted size
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ImVec2 render_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding;
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ImVec2 text_size(0.f, 0.f);
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@ -8066,7 +8077,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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}
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}
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draw_window->DrawList->AddText(g.Font, g.FontSize, render_pos - render_scroll, GetColorU32(ImGuiCol_Text), buf, buf+edit_state.CurLenA, 0.0f, is_multiline ? NULL : &clip_rect);
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draw_window->DrawList->AddText(g.Font, g.FontSize, render_pos - render_scroll, GetColorU32(ImGuiCol_Text), buf_display, buf_display + edit_state.CurLenA, 0.0f, is_multiline ? NULL : &clip_rect);
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// Draw blinking cursor
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bool cursor_is_visible = (g.InputTextState.CursorAnim <= 0.0f) || fmodf(g.InputTextState.CursorAnim, 1.20f) <= 0.80f;
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@ -8084,8 +8095,8 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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// Render text only
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const char* buf_end = NULL;
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if (is_multiline)
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text_size = ImVec2(size.x, InputTextCalcTextLenAndLineCount(buf, &buf_end) * g.FontSize); // We don't need width
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draw_window->DrawList->AddText(g.Font, g.FontSize, render_pos, GetColorU32(ImGuiCol_Text), buf, buf_end, 0.0f, is_multiline ? NULL : &clip_rect);
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text_size = ImVec2(size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_end) * g.FontSize); // We don't need width
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draw_window->DrawList->AddText(g.Font, g.FontSize, render_pos, GetColorU32(ImGuiCol_Text), buf_display, buf_end, 0.0f, is_multiline ? NULL : &clip_rect);
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}
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if (is_multiline)
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@ -8100,7 +8111,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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// Log as text
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if (g.LogEnabled && !is_password)
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LogRenderedText(render_pos, buf, NULL);
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LogRenderedText(render_pos, buf_display, NULL);
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if (label_size.x > 0)
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RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
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@ -9464,7 +9475,7 @@ void ImGui::ValueColor(const char* prefix, const ImVec4& v)
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ColorButton(v, true);
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}
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void ImGui::ValueColor(const char* prefix, unsigned int v)
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void ImGui::ValueColor(const char* prefix, ImU32 v)
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{
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Text("%s: %08X", prefix, v);
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SameLine();
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@ -352,7 +352,7 @@ namespace ImGui
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IMGUI_API void Value(const char* prefix, unsigned int v);
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IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
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IMGUI_API void ValueColor(const char* prefix, const ImVec4& v);
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IMGUI_API void ValueColor(const char* prefix, unsigned int v);
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IMGUI_API void ValueColor(const char* prefix, ImU32 v);
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// Tooltips
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IMGUI_API void SetTooltip(const char* fmt, ...) IM_PRINTFARGS(1); // set tooltip under mouse-cursor, typically use with ImGui::IsHovered(). last call wins
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@ -1020,24 +1020,24 @@ void ImGui::ShowTestWindow(bool* p_open)
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ImGui::Text("Hello\nWorld"); ImGui::SameLine();
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ImGui::Text("One\nTwo\nThree");
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ImGui::Button("HOP"); ImGui::SameLine();
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ImGui::Button("HOP##1"); ImGui::SameLine();
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ImGui::Text("Banana"); ImGui::SameLine();
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ImGui::Text("Hello\nWorld"); ImGui::SameLine();
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ImGui::Text("Banana");
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ImGui::Button("HOP"); ImGui::SameLine();
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ImGui::Button("HOP##2"); ImGui::SameLine();
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ImGui::Text("Hello\nWorld"); ImGui::SameLine();
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ImGui::Text("Banana");
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ImGui::Button("TEST"); ImGui::SameLine();
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ImGui::Button("TEST##1"); ImGui::SameLine();
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ImGui::Text("TEST"); ImGui::SameLine();
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ImGui::SmallButton("TEST");
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ImGui::SmallButton("TEST##2");
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ImGui::AlignFirstTextHeightToWidgets(); // If your line starts with text, call this to align it to upcoming widgets.
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ImGui::Text("Text aligned to Widget"); ImGui::SameLine();
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ImGui::Button("Widget"); ImGui::SameLine();
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ImGui::Button("Widget##1"); ImGui::SameLine();
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ImGui::Text("Widget"); ImGui::SameLine();
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ImGui::SmallButton("Widget");
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ImGui::SmallButton("Widget##2");
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// Tree
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const float spacing = ImGui::GetStyle().ItemInnerSpacing.x;
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@ -481,7 +481,7 @@ struct ImGuiContext
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ScalarAsInputTextId = 0;
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DragCurrentValue = 0.0f;
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DragLastMouseDelta = ImVec2(0.0f, 0.0f);
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DragSpeedDefaultRatio = 0.01f;
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DragSpeedDefaultRatio = 1.0f / 100.0f;
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DragSpeedScaleSlow = 0.01f;
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DragSpeedScaleFast = 10.0f;
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ScrollbarClickDeltaToGrabCenter = ImVec2(0.0f, 0.0f);
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@ -643,7 +643,7 @@ struct IMGUI_API ImGuiWindow
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ImGuiWindow* RootNonPopupWindow; // If we are a child window, this is pointing to the first non-child non-popup parent window. Else point to ourself.
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ImGuiWindow* ParentWindow; // If we are a child window, this is pointing to our parent window. Else point to NULL.
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// Focus
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// Navigation / Focus
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int FocusIdxAllCounter; // Start at -1 and increase as assigned via FocusItemRegister()
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int FocusIdxTabCounter; // (same, but only count widgets which you can Tab through)
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int FocusIdxAllRequestCurrent; // Item being requested for focus
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