Demo: expose more Combo flags + misc tidying up.
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parent
9a5da23553
commit
56f7e853be
30
imgui.cpp
30
imgui.cpp
@ -5452,7 +5452,9 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, b
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const float backup_border_size = g.Style.ChildBorderSize;
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const float backup_border_size = g.Style.ChildBorderSize;
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if (!border)
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if (!border)
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g.Style.ChildBorderSize = 0.0f;
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g.Style.ChildBorderSize = 0.0f;
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bool ret = Begin(temp_window_name, NULL, flags);
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// Begin into window
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const bool ret = Begin(temp_window_name, NULL, flags);
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g.Style.ChildBorderSize = backup_border_size;
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g.Style.ChildBorderSize = backup_border_size;
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ImGuiWindow* child_window = g.CurrentWindow;
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ImGuiWindow* child_window = g.CurrentWindow;
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@ -5464,7 +5466,7 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, b
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parent_window->DC.CursorPos = child_window->Pos;
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parent_window->DC.CursorPos = child_window->Pos;
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// Process navigation-in immediately so NavInit can run on first frame
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// Process navigation-in immediately so NavInit can run on first frame
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// Can enter a child if (A) it has navigatable items or (B) it can be scrolled.
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// Can enter a child if (A) it has navigable items or (B) it can be scrolled.
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const ImGuiID temp_id_for_activation = ImHashStr("##Child", 0, id);
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const ImGuiID temp_id_for_activation = ImHashStr("##Child", 0, id);
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if (g.ActiveId == temp_id_for_activation)
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if (g.ActiveId == temp_id_for_activation)
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ClearActiveID();
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ClearActiveID();
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@ -5481,26 +5483,26 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, b
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void ImGui::EndChild()
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void ImGui::EndChild()
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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ImGuiWindow* child_window = g.CurrentWindow;
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IM_ASSERT(g.WithinEndChild == false);
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IM_ASSERT(g.WithinEndChild == false);
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IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() calls
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IM_ASSERT(child_window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() calls
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g.WithinEndChild = true;
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g.WithinEndChild = true;
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ImVec2 child_size = window->Size;
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ImVec2 child_size = child_window->Size;
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End();
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End();
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if (window->BeginCount == 1)
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if (child_window->BeginCount == 1)
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{
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{
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ImGuiWindow* parent_window = g.CurrentWindow;
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ImGuiWindow* parent_window = g.CurrentWindow;
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ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + child_size);
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ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + child_size);
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ItemSize(child_size);
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ItemSize(child_size);
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if ((window->DC.NavLayersActiveMask != 0 || window->DC.NavWindowHasScrollY) && !(window->Flags & ImGuiWindowFlags_NavFlattened))
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if ((child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY) && !(child_window->Flags & ImGuiWindowFlags_NavFlattened))
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{
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{
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ItemAdd(bb, window->ChildId);
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ItemAdd(bb, child_window->ChildId);
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RenderNavHighlight(bb, window->ChildId);
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RenderNavHighlight(bb, child_window->ChildId);
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// When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying)
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// When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying)
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if (window->DC.NavLayersActiveMask == 0 && window == g.NavWindow)
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if (child_window->DC.NavLayersActiveMask == 0 && child_window == g.NavWindow)
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RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin);
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RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin);
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}
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}
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else
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else
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@ -5509,10 +5511,10 @@ void ImGui::EndChild()
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ItemAdd(bb, 0);
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ItemAdd(bb, 0);
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// But when flattened we directly reach items, adjust active layer mask accordingly
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// But when flattened we directly reach items, adjust active layer mask accordingly
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if (window->Flags & ImGuiWindowFlags_NavFlattened)
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if (child_window->Flags & ImGuiWindowFlags_NavFlattened)
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parent_window->DC.NavLayersActiveMaskNext |= window->DC.NavLayersActiveMaskNext;
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parent_window->DC.NavLayersActiveMaskNext |= child_window->DC.NavLayersActiveMaskNext;
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}
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}
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if (g.HoveredWindow == window)
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if (g.HoveredWindow == child_window)
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g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
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g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
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}
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}
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g.WithinEndChild = false;
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g.WithinEndChild = false;
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@ -6314,7 +6316,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->IDStack.push_back(window->ID);
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window->IDStack.push_back(window->ID);
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// Add to stack
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// Add to stack
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// We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow()
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g.CurrentWindow = window;
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g.CurrentWindow = window;
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ImGuiWindowStackData window_stack_data;
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ImGuiWindowStackData window_stack_data;
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window_stack_data.Window = window;
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window_stack_data.Window = window;
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@ -6332,6 +6333,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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}
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}
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// Add to focus scope stack
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// Add to focus scope stack
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// We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow()
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PushFocusScope(window->ID);
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PushFocusScope(window->ID);
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window->NavRootFocusScopeId = g.CurrentFocusScopeId;
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window->NavRootFocusScopeId = g.CurrentFocusScopeId;
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g.CurrentWindow = NULL;
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g.CurrentWindow = NULL;
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@ -1197,6 +1197,14 @@ static void ShowDemoWindowWidgets()
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if (ImGui::CheckboxFlags("ImGuiComboFlags_WidthFitPreview", &flags, ImGuiComboFlags_WidthFitPreview))
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if (ImGui::CheckboxFlags("ImGuiComboFlags_WidthFitPreview", &flags, ImGuiComboFlags_WidthFitPreview))
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flags &= ~ImGuiComboFlags_NoPreview;
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flags &= ~ImGuiComboFlags_NoPreview;
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// Override default popup height
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if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightSmall", &flags, ImGuiComboFlags_HeightSmall))
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flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightSmall);
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if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightRegular", &flags, ImGuiComboFlags_HeightRegular))
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flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightRegular);
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if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightLargest", &flags, ImGuiComboFlags_HeightLargest))
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flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightLargest);
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// Using the generic BeginCombo() API, you have full control over how to display the combo contents.
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// Using the generic BeginCombo() API, you have full control over how to display the combo contents.
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// (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively
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// (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively
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// stored in the object itself, etc.)
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// stored in the object itself, etc.)
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@ -1218,6 +1226,10 @@ static void ShowDemoWindowWidgets()
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ImGui::EndCombo();
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ImGui::EndCombo();
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}
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}
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ImGui::Spacing();
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ImGui::SeparatorText("One-liner variants");
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HelpMarker("Flags above don't apply to this section.");
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// Simplified one-liner Combo() API, using values packed in a single constant string
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// Simplified one-liner Combo() API, using values packed in a single constant string
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// This is a convenience for when the selection set is small and known at compile-time.
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// This is a convenience for when the selection set is small and known at compile-time.
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static int item_current_2 = 0;
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static int item_current_2 = 0;
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@ -6564,7 +6576,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
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"Right-click to open edit options menu.");
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"Right-click to open edit options menu.");
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ImGui::BeginChild("##colors", ImVec2(0, 0), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar | ImGuiWindowFlags_NavFlattened);
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ImGui::BeginChild("##colors", ImVec2(0, 0), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar | ImGuiWindowFlags_NavFlattened);
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ImGui::PushItemWidth(-160);
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ImGui::PushItemWidth(ImGui::GetFontSize() * -12);
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for (int i = 0; i < ImGuiCol_COUNT; i++)
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for (int i = 0; i < ImGuiCol_COUNT; i++)
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{
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{
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const char* name = ImGui::GetStyleColorName(i);
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const char* name = ImGui::GetStyleColorName(i);
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