Merge branch 'master' into navigation

# Conflicts:
#	imgui.h
This commit is contained in:
omar 2017-12-26 15:37:31 +01:00
commit 436cad4bca
5 changed files with 33 additions and 15 deletions

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@ -1,4 +1,4 @@
// dear imgui, v1.53 WIP
// dear imgui, v1.53
// (main code and documentation)
// ** EXPERIMENTAL GAMEPAD/KEYBOARD NAVIGATION BRANCH
@ -10619,7 +10619,7 @@ void ImGui::ListBoxFooter()
EndGroup();
}
bool ImGui::ListBox(const char* label, int* current_item, const char* const* items, int items_count, int height_items)
bool ImGui::ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_items)
{
const bool value_changed = ListBox(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_items);
return value_changed;

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@ -1,4 +1,4 @@
// dear imgui, v1.53 WIP
// dear imgui, v1.53
// (headers)
// See imgui.cpp file for documentation.
@ -16,7 +16,7 @@
#include <stddef.h> // ptrdiff_t, NULL
#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
#define IMGUI_VERSION "1.53 WIP"
#define IMGUI_VERSION "1.53"
#define IMGUI_HAS_NAV // navigation branch
// Define attributes of all API symbols declarations, e.g. for DLL under Windows.
@ -302,6 +302,7 @@ namespace ImGui
// Widgets: Combo Box
// The new BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it.
// The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose.
IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
IMGUI_API void EndCombo();
IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
@ -379,7 +380,7 @@ namespace ImGui
// Widgets: Selectable / Lists
IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0));
IMGUI_API bool ListBox(const char* label, int* current_item, const char* const* items, int items_count, int height_in_items = -1);
IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
IMGUI_API bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0,0)); // use if you want to reimplement ListBox() will custom data or interactions. make sure to call ListBoxFooter() afterwards.
IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // "
@ -1083,7 +1084,7 @@ public:
inline const value_type& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; }
inline void swap(ImVector<T>& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
inline int _grow_capacity(int size) const { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > size ? new_capacity : size; }
inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > sz ? new_capacity : sz; }
inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
inline void resize(int new_size, const T& v){ if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) Data[n] = v; Size = new_size; }

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@ -1,4 +1,4 @@
// dear imgui, v1.53 WIP
// dear imgui, v1.53
// (demo code)
// Message to the person tempted to delete this file when integrating ImGui into their code base:
@ -325,12 +325,28 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::LabelText("label", "Value");
static int item = 1;
ImGui::Combo("combo", &item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); // Combo using values packed in a single constant string (for really quick combo)
{
// Simplified one-liner Combo() API, using values packed in a single constant string
static int current_item_1 = 1;
ImGui::Combo("combo", &current_item_1, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0");
//ImGui::Combo("combo w/ array of char*", &current_item_2_idx, items, IM_ARRAYSIZE(items)); // Combo using proper array. You can also pass a callback to retrieve array value, no need to create/copy an array just for that.
// General BeginCombo() API, you have full control over your selection data and display type
const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO", "PPPP", "QQQQQQQQQQ", "RRR", "SSSS" };
static int item2 = -1;
ImGui::Combo("combo scroll", &item2, items, IM_ARRAYSIZE(items)); // Combo using proper array. You can also pass a callback to retrieve array value, no need to create/copy an array just for that.
static const char* current_item_2 = NULL;
if (ImGui::BeginCombo("combo 2", current_item_2)) // The second parameter is the label previewed before opening the combo.
{
for (int n = 0; n < IM_ARRAYSIZE(items); n++)
{
bool is_selected = (current_item_2 == items[n]); // You can store your selection however you want, outside or inside your objects
if (ImGui::Selectable(items[n], is_selected))
current_item_2 = items[n];
if (is_selected)
ImGui::SetItemDefaultFocus(); // Set the initial focus when opening the combo (scrolling + for keyboard navigation support in the upcoming navigation branch)
}
ImGui::EndCombo();
}
}
{
static char str0[128] = "Hello, world!";
@ -2638,12 +2654,13 @@ struct ExampleAppConsole
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4,1)); // Tighten spacing
if (copy_to_clipboard)
ImGui::LogToClipboard();
ImVec4 col_default_text = ImGui::GetStyleColorVec4(ImGuiCol_Text);
for (int i = 0; i < Items.Size; i++)
{
const char* item = Items[i];
if (!filter.PassFilter(item))
continue;
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.
ImVec4 col = col_default_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);

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@ -1,4 +1,4 @@
// dear imgui, v1.53 WIP
// dear imgui, v1.53
// (drawing and font code)
// Contains implementation for

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@ -1,4 +1,4 @@
// dear imgui, v1.53 WIP
// dear imgui, v1.53
// (internals)
// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!