mirror of https://github.com/bkaradzic/bgfx
Updated ImGui.
This commit is contained in:
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ea67fa406f
commit
d9e65258b0
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@ -611,6 +611,7 @@
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#include <math.h> // sqrtf, fabsf, fmodf, powf, cosf, sinf, floorf, ceilf
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#include <stdlib.h> // NULL, malloc, free, qsort, atoi
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#include <stdio.h> // vsnprintf, sscanf, printf
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#include <limits.h> // INT_MIN, INT_MAX
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#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
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#include <stddef.h> // intptr_t
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#else
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@ -867,9 +868,6 @@ void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
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#define IM_F32_TO_INT8(_VAL) ((int)((_VAL) * 255.0f + 0.5f))
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#define IM_INT_MIN (-2147483647-1)
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#define IM_INT_MAX (2147483647)
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// Play it nice with Windows users. Notepad in 2015 still doesn't display text data with Unix-style \n.
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#ifdef _WIN32
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#define IM_NEWLINE "\r\n"
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@ -1611,6 +1609,86 @@ float ImGuiSimpleColumns::CalcExtraSpace(float avail_w)
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return ImMax(0.0f, avail_w - Width);
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}
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//-----------------------------------------------------------------------------
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// ImGuiListClipper
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//-----------------------------------------------------------------------------
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static void SetCursorPosYAndSetupDummyPrevLine(float pos_y, float line_height)
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{
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// Setting those fields so that SetScrollHere() can properly function after the end of our clipper usage.
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// If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.
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ImGui::SetCursorPosY(pos_y);
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ImGuiWindow* window = ImGui::GetCurrentWindow();
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window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height;
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window->DC.PrevLineHeight = (line_height - GImGui->Style.ItemSpacing.y);
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}
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// Use case A: Begin() called from constructor with items_height<0, then called again from Sync() in StepNo 1
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// Use case B: Begin() called from constructor with items_height>0
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// FIXME-LEGACY: Ideally we should remove the Begin/End functions but they are part of the legacy API we still support. This is why some of the code in Step() calling Begin() and reassign some fields, spaghetti style.
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void ImGuiListClipper::Begin(int count, float items_height)
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{
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StartPosY = ImGui::GetCursorPosY();
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ItemsHeight = items_height;
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ItemsCount = count;
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StepNo = 0;
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DisplayEnd = DisplayStart = -1;
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if (ItemsHeight > 0.0f)
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{
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ImGui::CalcListClipping(ItemsCount, ItemsHeight, &DisplayStart, &DisplayEnd); // calculate how many to clip/display
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if (DisplayStart > 0)
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SetCursorPosYAndSetupDummyPrevLine(StartPosY + DisplayStart * ItemsHeight, ItemsHeight); // advance cursor
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StepNo = 2;
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}
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}
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void ImGuiListClipper::End()
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{
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if (ItemsCount < 0)
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return;
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// In theory here we should assert that ImGui::GetCursorPosY() == StartPosY + DisplayEnd * ItemsHeight, but it feels saner to just seek at the end and not assert/crash the user.
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if (ItemsCount < INT_MAX)
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SetCursorPosYAndSetupDummyPrevLine(StartPosY + ItemsCount * ItemsHeight, ItemsHeight); // advance cursor
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ItemsCount = -1;
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StepNo = 3;
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}
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bool ImGuiListClipper::Step()
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{
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if (ItemsCount == 0 || ImGui::GetCurrentWindowRead()->SkipItems)
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{
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ItemsCount = -1;
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return false;
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}
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if (StepNo == 0) // Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height.
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{
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DisplayStart = 0;
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DisplayEnd = 1;
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StartPosY = ImGui::GetCursorPosY();
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StepNo = 1;
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return true;
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}
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if (StepNo == 1) // Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element.
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{
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if (ItemsCount == 1) { ItemsCount = -1; return false; }
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float items_height = ImGui::GetCursorPosY() - StartPosY;
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IM_ASSERT(items_height > 0.0f); // If this triggers, it means Item 0 hasn't moved the cursor vertically
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ImGui::SetCursorPosY(StartPosY); // Rewind cursor so we can Begin() again, this time with a known height.
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Begin(ItemsCount, items_height);
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StepNo = 3;
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return true;
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}
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if (StepNo == 2) // Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user still call Step(). Does nothing and switch to Step 3.
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{
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IM_ASSERT(DisplayStart >= 0 && DisplayEnd >= 0);
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StepNo = 3;
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return true;
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}
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if (StepNo == 3) // Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop.
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End();
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return false;
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}
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//-----------------------------------------------------------------------------
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// ImGuiWindow
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//-----------------------------------------------------------------------------
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@ -1659,8 +1737,8 @@ ImGuiWindow::ImGuiWindow(const char* name)
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ParentWindow = NULL;
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FocusIdxAllCounter = FocusIdxTabCounter = -1;
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FocusIdxAllRequestCurrent = FocusIdxTabRequestCurrent = IM_INT_MAX;
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FocusIdxAllRequestNext = FocusIdxTabRequestNext = IM_INT_MAX;
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FocusIdxAllRequestCurrent = FocusIdxTabRequestCurrent = INT_MAX;
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FocusIdxAllRequestNext = FocusIdxTabRequestNext = INT_MAX;
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}
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ImGuiWindow::~ImGuiWindow()
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@ -1824,7 +1902,7 @@ bool ImGui::FocusableItemRegister(ImGuiWindow* window, bool is_active, bool tab_
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// Process keyboard input at this point: TAB, Shift-TAB switch focus
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// We can always TAB out of a widget that doesn't allow tabbing in.
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if (tab_stop && window->FocusIdxAllRequestNext == IM_INT_MAX && window->FocusIdxTabRequestNext == IM_INT_MAX && is_active && IsKeyPressedMap(ImGuiKey_Tab))
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if (tab_stop && window->FocusIdxAllRequestNext == INT_MAX && window->FocusIdxTabRequestNext == INT_MAX && is_active && IsKeyPressedMap(ImGuiKey_Tab))
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{
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// Modulo on index will be applied at the end of frame once we've got the total counter of items.
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window->FocusIdxTabRequestNext = window->FocusIdxTabCounter + (g.IO.KeyShift ? (allow_keyboard_focus ? -1 : 0) : +1);
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@ -2882,18 +2960,8 @@ ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_tex
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}
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// Helper to calculate coarse clipping of large list of evenly sized items.
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// NB: Prefer using the ImGuiListClipper higher-level helper if you can!
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// NB: Prefer using the ImGuiListClipper higher-level helper if you can! Read comments and instructions there on how those use this sort of pattern.
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// NB: 'items_count' is only used to clamp the result, if you don't know your count you can use INT_MAX
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// If you are displaying thousands of items and you have a random access to the list, you can perform clipping yourself to save on CPU.
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// {
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// float item_height = ImGui::GetTextLineHeightWithSpacing();
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// int display_start, display_end;
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// ImGui::CalcListClipping(count, item_height, &display_start, &display_end); // calculate how many to clip/display
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// ImGui::SetCursorPosY(ImGui::GetCursorPosY() + (display_start) * item_height); // advance cursor
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// for (int i = display_start; i < display_end; i++) // display only visible items
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// // TODO: display visible item
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// ImGui::SetCursorPosY(ImGui::GetCursorPosY() + (count - display_end) * item_height); // advance cursor
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// }
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void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end)
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{
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ImGuiContext& g = *GImGui;
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@ -2905,6 +2973,11 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items
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*out_items_display_end = items_count;
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return;
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}
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if (window->SkipItems)
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{
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*out_items_display_start = *out_items_display_end = 0;
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return;
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}
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const ImVec2 pos = window->DC.CursorPos;
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int start = (int)((window->ClipRect.Min.y - pos.y) / items_height);
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@ -3548,12 +3621,12 @@ static void CheckStacksSize(ImGuiWindow* window, bool write)
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// NOT checking: DC.ItemWidth, DC.AllowKeyboardFocus, DC.ButtonRepeat, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)
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ImGuiContext& g = *GImGui;
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int* p_backup = &window->DC.StackSizesBackup[0];
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{ int current = window->IDStack.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup == current); p_backup++; } // User forgot PopID()
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{ int current = window->DC.GroupStack.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup == current); p_backup++; } // User forgot EndGroup()
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{ int current = g.CurrentPopupStack.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup == current); p_backup++; } // User forgot EndPopup()/EndMenu()
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{ int current = g.ColorModifiers.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup == current); p_backup++; } // User forgot PopStyleColor()
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{ int current = g.StyleModifiers.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup == current); p_backup++; } // User forgot PopStyleVar()
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{ int current = g.FontStack.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup == current); p_backup++; } // User forgot PopFont()
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{ int current = window->IDStack.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup == current && "PushID/PopID Mismatch!"); p_backup++; } // User forgot PopID()
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{ int current = window->DC.GroupStack.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup == current && "BeginGroup/EndGroup Mismatch!"); p_backup++; } // User forgot EndGroup()
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{ int current = g.CurrentPopupStack.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup == current && "BeginMenu/EndMenu or BeginPopup/EndPopup Mismatch"); p_backup++; }// User forgot EndPopup()/EndMenu()
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{ int current = g.ColorModifiers.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup == current && "PushStyleColor/PopStyleColor Mismatch!"); p_backup++; } // User forgot PopStyleColor()
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{ int current = g.StyleModifiers.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup == current && "PushStyleVar/PopStyleVar Mismatch!"); p_backup++; } // User forgot PopStyleVar()
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{ int current = g.FontStack.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup == current && "PushFont/PopFont Mismatch!"); p_backup++; } // User forgot PopFont()
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IM_ASSERT(p_backup == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup));
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}
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@ -3979,10 +4052,10 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
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window->ItemWidthDefault = (float)(int)(g.FontSize * 16.0f);
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// Prepare for focus requests
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window->FocusIdxAllRequestCurrent = (window->FocusIdxAllRequestNext == IM_INT_MAX || window->FocusIdxAllCounter == -1) ? IM_INT_MAX : (window->FocusIdxAllRequestNext + (window->FocusIdxAllCounter+1)) % (window->FocusIdxAllCounter+1);
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window->FocusIdxTabRequestCurrent = (window->FocusIdxTabRequestNext == IM_INT_MAX || window->FocusIdxTabCounter == -1) ? IM_INT_MAX : (window->FocusIdxTabRequestNext + (window->FocusIdxTabCounter+1)) % (window->FocusIdxTabCounter+1);
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window->FocusIdxAllRequestCurrent = (window->FocusIdxAllRequestNext == INT_MAX || window->FocusIdxAllCounter == -1) ? INT_MAX : (window->FocusIdxAllRequestNext + (window->FocusIdxAllCounter+1)) % (window->FocusIdxAllCounter+1);
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window->FocusIdxTabRequestCurrent = (window->FocusIdxTabRequestNext == INT_MAX || window->FocusIdxTabCounter == -1) ? INT_MAX : (window->FocusIdxTabRequestNext + (window->FocusIdxTabCounter+1)) % (window->FocusIdxTabCounter+1);
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window->FocusIdxAllCounter = window->FocusIdxTabCounter = -1;
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window->FocusIdxAllRequestNext = window->FocusIdxTabRequestNext = IM_INT_MAX;
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window->FocusIdxAllRequestNext = window->FocusIdxTabRequestNext = INT_MAX;
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// Apply scrolling
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if (window->ScrollTarget.x < FLT_MAX)
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{
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ImGuiWindow* window = GetCurrentWindow();
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window->FocusIdxAllRequestNext = window->FocusIdxAllCounter + 1 + offset;
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window->FocusIdxTabRequestNext = IM_INT_MAX;
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window->FocusIdxTabRequestNext = INT_MAX;
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}
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void ImGui::SetStateStorage(ImGuiStorage* tree)
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@ -6866,10 +6939,10 @@ bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_
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ImGui::BeginGroup();
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PushMultiItemsWidths(2);
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bool value_changed = ImGui::DragInt("##min", v_current_min, v_speed, (v_min >= v_max) ? IM_INT_MIN : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), display_format);
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bool value_changed = ImGui::DragInt("##min", v_current_min, v_speed, (v_min >= v_max) ? INT_MIN : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), display_format);
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ImGui::PopItemWidth();
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ImGui::SameLine(0, g.Style.ItemInnerSpacing.x);
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value_changed |= ImGui::DragInt("##max", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? IM_INT_MAX : v_max, display_format_max ? display_format_max : display_format);
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value_changed |= ImGui::DragInt("##max", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? INT_MAX : v_max, display_format_max ? display_format_max : display_format);
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ImGui::PopItemWidth();
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ImGui::SameLine(0, g.Style.ItemInnerSpacing.x);
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@ -7964,9 +8037,9 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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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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ImVec2 cursor_screen_pos = render_pos + cursor_offset - render_scroll;
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ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y-g.FontSize+0.5f, cursor_screen_pos.x, cursor_screen_pos.y-1.5f);
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ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y-g.FontSize+0.5f, cursor_screen_pos.x+1.0f, cursor_screen_pos.y-1.5f);
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if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect))
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draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.Max, GetColorU32(ImGuiCol_Text));
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draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text));
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// Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.)
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if (is_editable)
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@ -8497,6 +8570,7 @@ bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(v
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// Assume all items have even height (= 1 line of text). If you need items of different or variable sizes you can create a custom version of ListBox() in your code without using the clipper.
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bool value_changed = false;
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ImGuiListClipper clipper(items_count, ImGui::GetTextLineHeightWithSpacing());
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while (clipper.Step())
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for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
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{
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const bool item_selected = (i == *current_item);
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@ -8512,7 +8586,6 @@ bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(v
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}
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ImGui::PopID();
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}
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clipper.End();
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ImGui::ListBoxFooter();
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return value_changed;
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}
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@ -9052,6 +9125,17 @@ void ImGui::SameLine(float pos_x, float spacing_w)
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window->DC.CurrentLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
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}
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void ImGui::NewLine()
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{
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ImGuiWindow* window = GetCurrentWindow();
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if (window->SkipItems)
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return;
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if (window->DC.CurrentLineHeight > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height.
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ItemSize(ImVec2(0,0));
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else
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ItemSize(ImVec2(0.0f, GImGui->FontSize));
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}
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void ImGui::NextColumn()
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{
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ImGuiWindow* window = GetCurrentWindow();
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@ -9525,7 +9609,8 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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}
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if (!pcmd_node_open)
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continue;
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ImGuiListClipper clipper(pcmd->ElemCount/3, ImGui::GetTextLineHeight()*3 + ImGui::GetStyle().ItemSpacing.y); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
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ImGuiListClipper clipper(pcmd->ElemCount/3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
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while (clipper.Step())
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for (int prim = clipper.DisplayStart, vtx_i = elem_offset + clipper.DisplayStart*3; prim < clipper.DisplayEnd; prim++)
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{
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char buf[300], *buf_p = buf;
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@ -9540,7 +9625,6 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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if (ImGui::IsItemHovered())
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overlay_draw_list->AddPolyline(triangles_pos, 3, IM_COL32(255,255,0,255), true, 1.0f, false); // Add triangle without AA, more readable for large-thin triangle
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}
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clipper.End();
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ImGui::TreePop();
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}
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overlay_draw_list->PopClipRect();
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@ -191,6 +191,7 @@ namespace ImGui
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// Cursor / Layout
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IMGUI_API void Separator(); // horizontal line
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IMGUI_API void SameLine(float pos_x = 0.0f, float spacing_w = -1.0f); // call between widgets or groups to layout them horizontally
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IMGUI_API void NewLine(); // undo a SameLine()
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IMGUI_API void Spacing(); // add spacing
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IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size
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IMGUI_API void Indent(); // move content position toward the right by style.IndentSpacing pixels
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@ -1051,36 +1052,33 @@ struct ImColor
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};
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// Helper: Manually clip large list of items.
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// If you are displaying thousands of even spaced items and you have a random access to the list, you can perform clipping yourself to save on CPU.
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// If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse clipping based on visibility to save yourself from processing those items at all.
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// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
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// ImGui already clip items based on their bounds but it needs to measure text size to do so. Coarse clipping before submission makes this cost and your own data fetching/submission cost null.
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// Usage:
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// ImGuiListClipper clipper(count, ImGui::GetTextLineHeightWithSpacing());
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// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) // display only visible items
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// ImGuiListClipper clipper(1000); // we have 1000 elements, evenly spaced.
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// while (clipper.Step())
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// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
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// ImGui::Text("line number %d", i);
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// clipper.End();
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// NB: 'count' is only used to clamp the result, if you don't know your count you can use INT_MAX
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// - Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height (step skipped if we passed a known height as second arg to constructor).
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// - Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element.
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// - (Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user call Step(). Does nothing and switch to Step 3.)
|
||||
// - Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop.
|
||||
struct ImGuiListClipper
|
||||
{
|
||||
float StartPosY;
|
||||
float ItemsHeight;
|
||||
int ItemsCount, DisplayStart, DisplayEnd;
|
||||
int ItemsCount, StepNo, DisplayStart, DisplayEnd;
|
||||
|
||||
ImGuiListClipper() { ItemsHeight = 0.0f; ItemsCount = DisplayStart = DisplayEnd = -1; }
|
||||
ImGuiListClipper(int count, float height) { ItemsCount = -1; Begin(count, height); }
|
||||
~ImGuiListClipper() { IM_ASSERT(ItemsCount == -1); } // user forgot to call End()
|
||||
// items_count: Use -1 to ignore (you can call Begin later). Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step).
|
||||
// items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetItemsLineHeightWithSpacing().
|
||||
// If you don't specify an items_height, you NEED to call Step(). If you specify items_height you may call the old Begin()/End() api directly, but prefer calling Step().
|
||||
ImGuiListClipper(int items_count = -1, float items_height = -1.0f) { Begin(items_count, items_height); } // NB: Begin() initialize every fields (as we allow user to call Begin/End multiple times on a same instance if they want).
|
||||
~ImGuiListClipper() { IM_ASSERT(ItemsCount == -1); } // Assert if user forgot to call End() or Step() until false.
|
||||
|
||||
void Begin(int count, float height) // items_height: generally pass GetTextLineHeightWithSpacing() or GetItemsLineHeightWithSpacing()
|
||||
{
|
||||
IM_ASSERT(ItemsCount == -1);
|
||||
ItemsCount = count;
|
||||
ItemsHeight = height;
|
||||
ImGui::CalcListClipping(ItemsCount, ItemsHeight, &DisplayStart, &DisplayEnd); // calculate how many to clip/display
|
||||
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + DisplayStart * ItemsHeight); // advance cursor
|
||||
}
|
||||
void End()
|
||||
{
|
||||
IM_ASSERT(ItemsCount >= 0);
|
||||
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + (ItemsCount - DisplayEnd) * ItemsHeight); // advance cursor
|
||||
ItemsCount = -1;
|
||||
}
|
||||
IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
|
||||
IMGUI_API void Begin(int items_count, float items_height = -1.0f); // Automatically called by constructor if you passed 'items_count' or by Step() in Step 1.
|
||||
IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
|
@ -384,14 +384,14 @@ void ImGui::ShowTestWindow(bool* p_open)
|
|||
static int pressed_count = 0;
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
if (i > 0)
|
||||
ImGui::SameLine();
|
||||
ImGui::PushID(i);
|
||||
int frame_padding = -1 + i; // -1 = uses default padding
|
||||
if (ImGui::ImageButton(tex_id, ImVec2(32,32), ImVec2(0,0), ImVec2(32.0f/tex_w,32/tex_h), frame_padding, ImColor(0,0,0,255)))
|
||||
pressed_count += 1;
|
||||
ImGui::PopID();
|
||||
ImGui::SameLine();
|
||||
}
|
||||
ImGui::NewLine();
|
||||
ImGui::Text("Pressed %d times.", pressed_count);
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
@ -704,7 +704,7 @@ void ImGui::ShowTestWindow(bool* p_open)
|
|||
if (i > 0) ImGui::SameLine();
|
||||
ImGui::PushID(i);
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize, 40);
|
||||
ImGui::VSliderFloat("##v", ImVec2(40,160), &values[i], 0.0f, 1.0f, "%.2f");
|
||||
ImGui::VSliderFloat("##v", ImVec2(40,160), &values[i], 0.0f, 1.0f, "%.2f\nsec");
|
||||
ImGui::PopStyleVar();
|
||||
ImGui::PopID();
|
||||
}
|
||||
|
@ -2002,7 +2002,8 @@ struct ExampleAppConsole
|
|||
|
||||
if (ImGui::SmallButton("Add Dummy Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } ImGui::SameLine();
|
||||
if (ImGui::SmallButton("Add Dummy Error")) AddLog("[error] something went wrong"); ImGui::SameLine();
|
||||
if (ImGui::SmallButton("Clear")) ClearLog();
|
||||
if (ImGui::SmallButton("Clear")) ClearLog(); ImGui::SameLine();
|
||||
if (ImGui::SmallButton("Scroll to bottom")) ScrollToBottom = true;
|
||||
//static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); }
|
||||
|
||||
ImGui::Separator();
|
||||
|
@ -2013,24 +2014,33 @@ struct ExampleAppConsole
|
|||
ImGui::PopStyleVar();
|
||||
ImGui::Separator();
|
||||
|
||||
// Display every line as a separate entry so we can change their color or add custom widgets. If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end());
|
||||
// NB- if you have thousands of entries this approach may be too inefficient. You can seek and display only the lines that are visible - CalcListClipping() is a helper to compute this information.
|
||||
// If your items are of variable size you may want to implement code similar to what CalcListClipping() does. Or split your data into fixed height items to allow random-seeking into your list.
|
||||
ImGui::BeginChild("ScrollingRegion", ImVec2(0,-ImGui::GetItemsLineHeightWithSpacing()), false, ImGuiWindowFlags_HorizontalScrollbar);
|
||||
if (ImGui::BeginPopupContextWindow())
|
||||
{
|
||||
if (ImGui::Selectable("Clear")) ClearLog();
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
|
||||
// Display every line as a separate entry so we can change their color or add custom widgets. If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end());
|
||||
// NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping to only process visible items.
|
||||
// You can seek and display only the lines that are visible using the ImGuiListClipper helper, if your elements are evenly spaced and you have cheap random access to the elements.
|
||||
// To use the clipper we could replace the 'for (int i = 0; i < Items.Size; i++)' loop with:
|
||||
// ImGuiListClipper clipper(Items.Size);
|
||||
// while (clipper.Step())
|
||||
// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
|
||||
// However take note that you can not use this code as is if a filter is active because it breaks the 'cheap random-access' property. We would need random-access on the post-filtered list.
|
||||
// A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices that passed the filtering test, recomputing this array when user changes the filter,
|
||||
// and appending newly elements as they are inserted. This is left as a task to the user until we can manage to improve this example code!
|
||||
// If your items are of variable size you may want to implement code similar to what ImGuiListClipper does. Or split your data into fixed height items to allow random-seeking into your list.
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4,1)); // Tighten spacing
|
||||
for (int i = 0; i < Items.Size; i++)
|
||||
{
|
||||
const char* item = Items[i];
|
||||
if (!filter.PassFilter(item))
|
||||
continue;
|
||||
ImVec4 col = ImColor(255,255,255); // A better implementation may store a type per-item. For the sample let's just parse the text.
|
||||
if (strstr(item, "[error]")) col = ImColor(255,100,100);
|
||||
else if (strncmp(item, "# ", 2) == 0) col = ImColor(255,200,150);
|
||||
ImVec4 col = ImVec4(1.0f,1.0f,1.0f,1.0f); // A better implementation may store a type per-item. For the sample let's just parse the text.
|
||||
if (strstr(item, "[error]")) col = ImColor(1.0f,0.4f,0.4f,1.0f);
|
||||
else if (strncmp(item, "# ", 2) == 0) col = ImColor(1.0f,0.78f,0.58f,1.0f);
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, col);
|
||||
ImGui::TextUnformatted(item);
|
||||
ImGui::PopStyleColor();
|
||||
|
@ -2440,10 +2450,10 @@ static void ShowExampleAppLongText(bool* p_open)
|
|||
{
|
||||
// Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the ImGuiListClipper helper.
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0,0));
|
||||
ImGuiListClipper clipper(lines, ImGui::GetTextLineHeightWithSpacing()); // Here we changed spacing is zero anyway so we could use GetTextLineHeight(), but _WithSpacing() is typically more correct
|
||||
ImGuiListClipper clipper(lines);
|
||||
while (clipper.Step())
|
||||
for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
|
||||
ImGui::Text("%i The quick brown fox jumps over the lazy dog\n", i);
|
||||
clipper.End();
|
||||
ImGui::Text("%i The quick brown fox jumps over the lazy dog", i);
|
||||
ImGui::PopStyleVar();
|
||||
break;
|
||||
}
|
||||
|
@ -2451,7 +2461,7 @@ static void ShowExampleAppLongText(bool* p_open)
|
|||
// Multiple calls to Text(), not clipped (slow)
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0,0));
|
||||
for (int i = 0; i < lines; i++)
|
||||
ImGui::Text("%i The quick brown fox jumps over the lazy dog\n", i);
|
||||
ImGui::Text("%i The quick brown fox jumps over the lazy dog", i);
|
||||
ImGui::PopStyleVar();
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -1143,6 +1143,7 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)
|
|||
|
||||
ConfigData.push_back(*font_cfg);
|
||||
ImFontConfig& new_font_cfg = ConfigData.back();
|
||||
if (!new_font_cfg.DstFont)
|
||||
new_font_cfg.DstFont = Fonts.back();
|
||||
if (!new_font_cfg.FontDataOwnedByAtlas)
|
||||
{
|
||||
|
@ -1153,7 +1154,7 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)
|
|||
|
||||
// Invalidate texture
|
||||
ClearTexData();
|
||||
return Fonts.back();
|
||||
return new_font_cfg.DstFont;
|
||||
}
|
||||
|
||||
// Default font TTF is compressed with stb_compress then base85 encoded (see extra_fonts/binary_to_compressed_c.cpp for encoder)
|
||||
|
|
Loading…
Reference in New Issue