mirror of https://github.com/bkaradzic/bgfx
Updated ImGui.
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@ -379,6 +379,9 @@ CODE
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- 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency.
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- 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time.
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- 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).
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- 2018/06/08 (1.62) - examples: the imgui_impl_xxx files have been split to separate platform (Win32, Glfw, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan, etc.).
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old binding will still work as is, however prefer using the separated bindings as they will be updated to be multi-viewport conformant.
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when adopting new bindings follow the main.cpp code of your preferred examples/ folder to know which functions to call.
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- 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.
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- 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.
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- 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more.
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@ -2534,6 +2537,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
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}
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}
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// FIXME-NAV: The existence of SetNavID/SetNavIDWithRectRel/SetFocusID is incredibly messy and confusing and needs some explanation or refactoring.
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void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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@ -4914,6 +4918,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Position child window
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if (flags & ImGuiWindowFlags_ChildWindow)
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{
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IM_ASSERT(parent_window->Active);
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window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size;
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parent_window->DC.ChildWindows.push_back(window);
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if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip)
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@ -5381,7 +5386,7 @@ void ImGui::FocusWindow(ImGuiWindow* window)
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g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
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g.NavIdIsAlive = false;
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g.NavLayer = ImGuiNavLayer_Main;
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//printf("[%05d] FocusWindow(\"%s\")\n", g.FrameCount, window ? window->Name : NULL);
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//IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", g.FrameCount, window ? window->Name : NULL);
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}
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// Passing NULL allow to disable keyboard focus
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@ -6558,7 +6563,7 @@ void ImGui::OpenPopupEx(ImGuiID id)
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popup_ref.OpenPopupPos = NavCalcPreferredRefPos();
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popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos;
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//printf("[%05d] OpenPopupEx(0x%08X)\n", g.FrameCount, id);
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//IMGUI_DEBUG_LOG("OpenPopupEx(0x%08X)\n", g.FrameCount, id);
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if (g.OpenPopupStack.Size < current_stack_size + 1)
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{
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g.OpenPopupStack.push_back(popup_ref);
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@ -7348,7 +7353,7 @@ static void ImGui::NavUpdate()
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ImGuiContext& g = *GImGui;
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g.IO.WantSetMousePos = false;
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#if 0
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if (g.NavScoringCount > 0) printf("[%05d] NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
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if (g.NavScoringCount > 0) IMGUI_DEBUG_LOG("NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
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#endif
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// Set input source as Gamepad when buttons are pressed before we map Keyboard (some features differs when used with Gamepad vs Keyboard)
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@ -641,7 +641,7 @@ namespace ImGui
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IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.
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IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down)
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IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
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IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
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IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
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IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); //
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IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
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IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse position at the time of opening popup we have BeginPopup() into
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@ -1283,7 +1283,7 @@ struct ImGuiIO
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bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
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bool KeysDown[512]; // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys).
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ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
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float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs (keyboard keys will be auto-mapped and be written here by ImGui::NewFrame, all values will be cleared back to zero in ImGui::EndFrame)
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float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
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// Functions
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IMGUI_API void AddInputCharacter(ImWchar c); // Add new character into InputCharacters[]
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@ -101,6 +101,7 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit ImGui context pointe
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#else
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#define IM_NEWLINE "\n"
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#endif
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#define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__)
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#define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1]
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#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose
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#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255
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@ -488,7 +488,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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// Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.
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g.NavActivateId = id; // This is so SetActiveId assign a Nav source
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SetActiveID(id, window);
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if (!(flags & ImGuiButtonFlags_NoNavFocus))
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if ((nav_activated_by_code || nav_activated_by_inputs) && !(flags & ImGuiButtonFlags_NoNavFocus))
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SetFocusID(id, window);
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g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right) | (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
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}
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@ -5862,7 +5862,7 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG
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g.CurrentTabBar.push_back(tab_bar);
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if (tab_bar->CurrFrameVisible == g.FrameCount)
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{
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//printf("[%05d] BeginTabBarEx already called this frame\n", g.FrameCount);
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//IMGUI_DEBUG_LOG("BeginTabBarEx already called this frame\n", g.FrameCount);
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IM_ASSERT(0);
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return true;
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}
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