Merge branch 'master' into navigation

# Conflicts:
#	imgui.cpp
#	imgui_internal.h
This commit is contained in:
omar 2017-09-06 19:17:51 +02:00
commit 5c4fda0fbc
22 changed files with 237 additions and 190 deletions

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@ -99,6 +99,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- plot: add a helper e.g. Plot(char* label, float value, float time_span=2.0f) that stores values and Plot them for you - probably another function name. and/or automatically allow to plot ANY displayed value (more reliance on stable ID)
- clipper: ability to force display 1 item in the list would be convenient.
- clipper: ability to run without knowing full count in advance.
- splitter/separator: formalize the splitter idiom into an official api (we want to handle n-way split) (#319)
@ -156,6 +157,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- text: proper alignment options in imgui_internal.h
- text wrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249)
- text: it's currently impossible to have a window title with "##". perhaps an official workaround would be nice. \ style inhibitor? non-visible ascii code to insert between #?
- tree node / optimization: avoid formatting when clipped.
- tree node: tree-node/header right-most side doesn't take account of horizontal scrolling.
@ -215,6 +217,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- keyboard: full keyboard navigation and focus. (#323)
- focus: preserve ActiveId/focus stack state, e.g. when opening a menu and close it, previously selected InputText() focus gets restored (#622)
- focus: SetKeyboardFocusHere() on with >= 0 offset could be done on same frame (else latch and modulate on beginning of next frame)
- focus: unable to use SetKeyboardFocusHere() on clipped widgets. (#343)
- inputs: rework IO system to be able to pass actual ordered/timestamped events. use an event queue? (~#335, #71)
- inputs: allow to decide and pass explicit double-clicks (e.g. for windows by the CS_DBLCLKS style).
- inputs: support track pad style scrolling & slider edit.

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@ -72,9 +72,8 @@ int main(int, char**)
// 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window)
{
ImGui::SetNextWindowSize(ImVec2(200, 100), ImGuiCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::Text("Hello from another window!");
ImGui::End();
}

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@ -34,8 +34,8 @@ void DebugHUD_DoInterface(DebugHUD *hud)
if (hud->show_example_window)
{
ImGui::SetNextWindowSize(ImVec2(350, 200), ImGuiCond_FirstUseEver);
ImGui::Begin("Another Window", &hud->show_example_window);
ImGui::Text("Hello from another window!");
ImGui::ColorEdit3("Cube 1 Color", hud->cubeColor1);
ImGui::ColorEdit3("Cube 2 Color", hud->cubeColor2);
ImGui::SliderFloat("Rotation Speed", &hud->rotation_speed, 0.0f, 200.0f);

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@ -167,9 +167,8 @@ int main(int, char**)
// 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window)
{
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::Text("Hello from another window!");
ImGui::End();
}

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@ -170,9 +170,8 @@ int main(int, char**)
// 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window)
{
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::Text("Hello from another window!");
ImGui::End();
}

View File

@ -121,9 +121,8 @@ int main(int, char**)
// 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window)
{
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::Text("Hello from another window!");
ImGui::End();
}

View File

@ -56,9 +56,8 @@ int main(int, char**)
// 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window)
{
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::Text("Hello from another window!");
ImGui::End();
}

View File

@ -31,9 +31,9 @@ static float g_MouseWheel = 0.0f;
static GLuint g_FontTexture = 0;
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data)
void ImGui_ImplGlfwGL2_RenderDrawLists(ImDrawData* draw_data)
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
ImGuiIO& io = ImGui::GetIO();
@ -44,8 +44,9 @@ void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data)
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
// We are using the OpenGL fixed pipeline to make the example code simpler to read!
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers.
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
@ -58,6 +59,7 @@ void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data)
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnable(GL_TEXTURE_2D);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
// Setup viewport, orthographic projection matrix
@ -109,32 +111,33 @@ void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data)
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glPopAttrib();
glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]);
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
}
static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
static const char* ImGui_ImplGlfwGL2_GetClipboardText(void* user_data)
{
return glfwGetClipboardString((GLFWwindow*)user_data);
}
static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
static void ImGui_ImplGlfwGL2_SetClipboardText(void* user_data, const char* text)
{
glfwSetClipboardString((GLFWwindow*)user_data, text);
}
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
{
if (action == GLFW_PRESS && button >= 0 && button < 3)
g_MousePressed[button] = true;
}
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double /*xoffset*/, double yoffset)
void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow*, double /*xoffset*/, double yoffset)
{
g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
}
void ImGui_ImplGlFw_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
{
ImGuiIO& io = ImGui::GetIO();
if (action == GLFW_PRESS)
@ -149,14 +152,14 @@ void ImGui_ImplGlFw_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
}
void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c)
void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow*, unsigned int c)
{
ImGuiIO& io = ImGui::GetIO();
if (c > 0 && c < 0x10000)
io.AddInputCharacter((unsigned short)c);
}
bool ImGui_ImplGlfw_CreateDeviceObjects()
bool ImGui_ImplGlfwGL2_CreateDeviceObjects()
{
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
@ -182,7 +185,7 @@ bool ImGui_ImplGlfw_CreateDeviceObjects()
return true;
}
void ImGui_ImplGlfw_InvalidateDeviceObjects()
void ImGui_ImplGlfwGL2_InvalidateDeviceObjects()
{
if (g_FontTexture)
{
@ -192,7 +195,7 @@ void ImGui_ImplGlfw_InvalidateDeviceObjects()
}
}
bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks)
{
g_Window = window;
@ -217,9 +220,9 @@ bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
io.RenderDrawListsFn = ImGui_ImplGlfw_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
io.RenderDrawListsFn = ImGui_ImplGlfwGL2_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io.SetClipboardTextFn = ImGui_ImplGlfwGL2_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplGlfwGL2_GetClipboardText;
io.ClipboardUserData = g_Window;
#ifdef _WIN32
io.ImeWindowHandle = glfwGetWin32Window(g_Window);
@ -227,25 +230,25 @@ bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
if (install_callbacks)
{
glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
glfwSetKeyCallback(window, ImGui_ImplGlFw_KeyCallback);
glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL2_MouseButtonCallback);
glfwSetScrollCallback(window, ImGui_ImplGlfwGL2_ScrollCallback);
glfwSetKeyCallback(window, ImGui_ImplGlfwGL2_KeyCallback);
glfwSetCharCallback(window, ImGui_ImplGlfwGL2_CharCallback);
}
return true;
}
void ImGui_ImplGlfw_Shutdown()
void ImGui_ImplGlfwGL2_Shutdown()
{
ImGui_ImplGlfw_InvalidateDeviceObjects();
ImGui_ImplGlfwGL2_InvalidateDeviceObjects();
ImGui::Shutdown();
}
void ImGui_ImplGlfw_NewFrame()
void ImGui_ImplGlfwGL2_NewFrame()
{
if (!g_FontTexture)
ImGui_ImplGlfw_CreateDeviceObjects();
ImGui_ImplGlfwGL2_CreateDeviceObjects();
ImGuiIO& io = ImGui::GetIO();

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@ -12,18 +12,17 @@
struct GLFWwindow;
IMGUI_API bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks);
IMGUI_API void ImGui_ImplGlfw_Shutdown();
IMGUI_API void ImGui_ImplGlfw_NewFrame();
IMGUI_API bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks);
IMGUI_API void ImGui_ImplGlfwGL2_Shutdown();
IMGUI_API void ImGui_ImplGlfwGL2_NewFrame();
// Use if you want to reset your rendering device without losing ImGui state.
IMGUI_API void ImGui_ImplGlfw_InvalidateDeviceObjects();
IMGUI_API bool ImGui_ImplGlfw_CreateDeviceObjects();
IMGUI_API void ImGui_ImplGlfwGL2_InvalidateDeviceObjects();
IMGUI_API bool ImGui_ImplGlfwGL2_CreateDeviceObjects();
// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
// Provided here if you want to chain callbacks.
// You can also handle inputs yourself and use those as a reference.
IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
IMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
IMGUI_API void ImGui_ImplGlFw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
IMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
// GLFW callbacks (registered by default to GLFW if you enable 'install_callbacks' during initialization)
// Provided here if you want to chain callbacks yourself. You may also handle inputs yourself and use those as a reference.
IMGUI_API void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
IMGUI_API void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
IMGUI_API void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
IMGUI_API void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow* window, unsigned int c);

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@ -22,7 +22,7 @@ int main(int, char**)
glfwSwapInterval(1); // Enable vsync
// Setup ImGui binding
ImGui_ImplGlfw_Init(window, true);
ImGui_ImplGlfwGL2_Init(window, true);
// Load Fonts
// (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
@ -42,7 +42,7 @@ int main(int, char**)
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
ImGui_ImplGlfw_NewFrame();
ImGui_ImplGlfwGL2_NewFrame();
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
@ -59,9 +59,8 @@ int main(int, char**)
// 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window)
{
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::Text("Hello from another window!");
ImGui::End();
}
@ -84,7 +83,7 @@ int main(int, char**)
}
// Cleanup
ImGui_ImplGlfw_Shutdown();
ImGui_ImplGlfwGL2_Shutdown();
glfwTerminate();
return 0;

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@ -31,8 +31,8 @@ static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_Attr
static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
@ -48,9 +48,11 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
glActiveTexture(GL_TEXTURE0);
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
@ -64,13 +66,14 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
// Setup viewport, orthographic projection matrix
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
@ -85,6 +88,7 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
glUniform1i(g_AttribLocationTex, 0);
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
glBindVertexArray(g_VaoHandle);
glBindSampler(0, 0); // Rely on combined texture/sampler state.
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
@ -117,6 +121,7 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
// Restore modified GL state
glUseProgram(last_program);
glBindTexture(GL_TEXTURE_2D, last_texture);
glBindSampler(0, last_sampler);
glActiveTexture(last_active_texture);
glBindVertexArray(last_vertex_array);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
@ -127,6 +132,7 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]);
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
}

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@ -67,9 +67,8 @@ int main(int, char**)
// 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window)
{
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::Text("Hello from another window!");
ImGui::End();
}

View File

@ -22,8 +22,8 @@ static float g_MouseWheel = 0.0f;
static GLuint g_FontTexture = 0;
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
@ -35,8 +35,9 @@ void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
// We are using the OpenGL fixed pipeline to make the example code simpler to read!
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers.
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
@ -49,6 +50,7 @@ void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnable(GL_TEXTURE_2D);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
// Setup viewport, orthographic projection matrix
@ -100,6 +102,7 @@ void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glPopAttrib();
glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]);
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
}
@ -114,7 +117,7 @@ static void ImGui_ImplSdl_SetClipboardText(void*, const char* text)
SDL_SetClipboardText(text);
}
bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event)
bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event)
{
ImGuiIO& io = ImGui::GetIO();
switch (event->type)
@ -154,7 +157,7 @@ bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event)
return false;
}
bool ImGui_ImplSdl_CreateDeviceObjects()
bool ImGui_ImplSdlGL2_CreateDeviceObjects()
{
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
@ -181,7 +184,7 @@ bool ImGui_ImplSdl_CreateDeviceObjects()
return true;
}
void ImGui_ImplSdl_InvalidateDeviceObjects()
void ImGui_ImplSdlGL2_InvalidateDeviceObjects()
{
if (g_FontTexture)
{
@ -191,7 +194,7 @@ void ImGui_ImplSdl_InvalidateDeviceObjects()
}
}
bool ImGui_ImplSdl_Init(SDL_Window* window)
bool ImGui_ImplSdlGL2_Init(SDL_Window* window)
{
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
@ -231,16 +234,16 @@ bool ImGui_ImplSdl_Init(SDL_Window* window)
return true;
}
void ImGui_ImplSdl_Shutdown()
void ImGui_ImplSdlGL2_Shutdown()
{
ImGui_ImplSdl_InvalidateDeviceObjects();
ImGui_ImplSdlGL2_InvalidateDeviceObjects();
ImGui::Shutdown();
}
void ImGui_ImplSdl_NewFrame(SDL_Window *window)
void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window)
{
if (!g_FontTexture)
ImGui_ImplSdl_CreateDeviceObjects();
ImGui_ImplSdlGL2_CreateDeviceObjects();
ImGuiIO& io = ImGui::GetIO();

View File

@ -9,11 +9,11 @@
struct SDL_Window;
typedef union SDL_Event SDL_Event;
IMGUI_API bool ImGui_ImplSdl_Init(SDL_Window* window);
IMGUI_API void ImGui_ImplSdl_Shutdown();
IMGUI_API void ImGui_ImplSdl_NewFrame(SDL_Window* window);
IMGUI_API bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event);
IMGUI_API bool ImGui_ImplSdlGL2_Init(SDL_Window* window);
IMGUI_API void ImGui_ImplSdlGL2_Shutdown();
IMGUI_API void ImGui_ImplSdlGL2_NewFrame(SDL_Window* window);
IMGUI_API bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event);
// Use if you want to reset your rendering device without losing ImGui state.
IMGUI_API void ImGui_ImplSdl_InvalidateDeviceObjects();
IMGUI_API bool ImGui_ImplSdl_CreateDeviceObjects();
IMGUI_API void ImGui_ImplSdlGL2_InvalidateDeviceObjects();
IMGUI_API bool ImGui_ImplSdlGL2_CreateDeviceObjects();

View File

@ -28,7 +28,7 @@ int main(int, char**)
SDL_GLContext glcontext = SDL_GL_CreateContext(window);
// Setup ImGui binding
ImGui_ImplSdl_Init(window);
ImGui_ImplSdlGL2_Init(window);
// Load Fonts
// (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
@ -51,11 +51,11 @@ int main(int, char**)
SDL_Event event;
while (SDL_PollEvent(&event))
{
ImGui_ImplSdl_ProcessEvent(&event);
ImGui_ImplSdlGL2_ProcessEvent(&event);
if (event.type == SDL_QUIT)
done = true;
}
ImGui_ImplSdl_NewFrame(window);
ImGui_ImplSdlGL2_NewFrame(window);
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
@ -72,9 +72,8 @@ int main(int, char**)
// 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window)
{
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::Text("Hello from another window!");
ImGui::End();
}
@ -95,7 +94,7 @@ int main(int, char**)
}
// Cleanup
ImGui_ImplSdl_Shutdown();
ImGui_ImplSdlGL2_Shutdown();
SDL_GL_DeleteContext(glcontext);
SDL_DestroyWindow(window);
SDL_Quit();

View File

@ -25,8 +25,8 @@ static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_Attr
static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
@ -42,9 +42,11 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
glActiveTexture(GL_TEXTURE0);
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
@ -58,13 +60,14 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
// Setup viewport, orthographic projection matrix
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
@ -79,6 +82,7 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
glUniform1i(g_AttribLocationTex, 0);
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
glBindVertexArray(g_VaoHandle);
glBindSampler(0, 0); // Rely on combined texture/sampler state.
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
@ -111,6 +115,7 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
// Restore modified GL state
glUseProgram(last_program);
glBindTexture(GL_TEXTURE_2D, last_texture);
glBindSampler(0, last_sampler);
glActiveTexture(last_active_texture);
glBindVertexArray(last_vertex_array);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
@ -121,6 +126,7 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]);
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
}

View File

@ -75,9 +75,8 @@ int main(int, char**)
// 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window)
{
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::Text("Hello from another window!");
ImGui::End();
}

View File

@ -698,9 +698,8 @@ int main(int, char**)
// 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window)
{
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::Text("Hello from another window!");
ImGui::End();
}

203
imgui.cpp
View File

@ -1831,6 +1831,7 @@ ImGuiWindow::ImGuiWindow(const char* name)
Collapsed = false;
CollapseToggleWanted = false;
SkipItems = false;
Appearing = false;
BeginCount = 0;
PopupId = 0;
NavLastId = 0;
@ -2220,7 +2221,7 @@ bool ImGui::IsClippedEx(const ImRect& bb, const ImGuiID* id, bool clip_even_when
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindowRead();
if (!bb.Overlaps(window->ClipRect))
if (!id || *id != GImGui->ActiveId)
if (!id || *id != g.ActiveId)
if (clip_even_when_logged || !g.LogEnabled)
return true;
return false;
@ -2957,14 +2958,14 @@ void ImGui::NewFrame()
mouse_earliest_button_down = i;
}
bool mouse_avail_to_imgui = (mouse_earliest_button_down == -1) || g.IO.MouseDownOwned[mouse_earliest_button_down];
if (g.CaptureMouseNextFrame != -1)
g.IO.WantCaptureMouse = (g.CaptureMouseNextFrame != 0);
if (g.WantCaptureMouseNextFrame != -1)
g.IO.WantCaptureMouse = (g.WantCaptureMouseNextFrame != 0);
else
g.IO.WantCaptureMouse = (mouse_avail_to_imgui && (g.HoveredWindow != NULL || mouse_any_down)) || (g.ActiveId != 0) || (!g.OpenPopupStack.empty());
g.IO.WantCaptureKeyboard = (g.CaptureKeyboardNextFrame != -1) ? (g.CaptureKeyboardNextFrame != 0) : (g.ActiveId != 0);
g.IO.WantTextInput = (g.ActiveId != 0 && g.InputTextState.Id == g.ActiveId);
g.IO.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != -1) ? (g.WantCaptureKeyboardNextFrame != 0) : (g.ActiveId != 0);
g.IO.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : 0;
g.MouseCursor = ImGuiMouseCursor_Arrow;
g.CaptureMouseNextFrame = g.CaptureKeyboardNextFrame = -1;
g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;
g.OsImePosRequest = ImVec2(1.0f, 1.0f); // OS Input Method Editor showing on top-left of our window by default
// If mouse was first clicked outside of ImGui bounds we also cancel out hovering.
@ -4001,12 +4002,12 @@ void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)
void ImGui::CaptureKeyboardFromApp(bool capture)
{
GImGui->CaptureKeyboardNextFrame = capture ? 1 : 0;
GImGui->WantCaptureKeyboardNextFrame = capture ? 1 : 0;
}
void ImGui::CaptureMouseFromApp(bool capture)
{
GImGui->CaptureMouseNextFrame = capture ? 1 : 0;
GImGui->WantCaptureMouseNextFrame = capture ? 1 : 0;
}
bool ImGui::IsItemHovered()
@ -4697,7 +4698,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
window_is_new = true;
}
const int current_frame = ImGui::GetFrameCount();
const int current_frame = g.FrameCount;
const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);
if (first_begin_of_the_frame)
window->Flags = (ImGuiWindowFlags)flags;
@ -4711,27 +4712,28 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
CheckStacksSize(window, true);
IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
bool window_was_active = (window->LastFrameActive == current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
if (flags & ImGuiWindowFlags_Popup)
{
ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.CurrentPopupStack.Size];
window_was_active &= (window->PopupId == popup_ref.PopupId);
window_was_active &= (window == popup_ref.Window);
window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed
window_just_activated_by_user |= (window != popup_ref.Window);
popup_ref.Window = window;
g.CurrentPopupStack.push_back(popup_ref);
window->PopupId = popup_ref.PopupId;
}
const bool window_appearing_after_being_hidden = (window->HiddenFrames == 1);
if (window_appearing_after_being_hidden)
const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFrames == 1);
if (window_just_appearing_after_hidden_for_resize)
window->NavLastId = 0;
window->Appearing = (window_just_activated_by_user || window_just_appearing_after_hidden_for_resize);
// Process SetNextWindow***() calls
bool window_pos_set_by_api = false, window_size_set_by_api = false;
if (g.SetNextWindowPosCond)
{
const ImVec2 backup_cursor_pos = window->DC.CursorPos; // FIXME: not sure of the exact reason of this saving/restore anymore :( need to look into that.
if (!window_was_active || window_appearing_after_being_hidden) window->SetWindowPosAllowFlags |= ImGuiCond_Appearing;
if (window->Appearing)
window->SetWindowPosAllowFlags |= ImGuiCond_Appearing;
window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.SetNextWindowPosCond) != 0;
if (window_pos_set_by_api && ImLengthSqr(g.SetNextWindowPosVal - ImVec2(-FLT_MAX,-FLT_MAX)) < 0.001f)
{
@ -4742,12 +4744,12 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
{
SetWindowPos(window, g.SetNextWindowPosVal, g.SetNextWindowPosCond);
}
window->DC.CursorPos = backup_cursor_pos;
g.SetNextWindowPosCond = 0;
}
if (g.SetNextWindowSizeCond)
{
if (!window_was_active || window_appearing_after_being_hidden) window->SetWindowSizeAllowFlags |= ImGuiCond_Appearing;
if (window->Appearing)
window->SetWindowSizeAllowFlags |= ImGuiCond_Appearing;
window_size_set_by_api = (window->SetWindowSizeAllowFlags & g.SetNextWindowSizeCond) != 0;
SetWindowSize(window, g.SetNextWindowSizeVal, g.SetNextWindowSizeCond);
g.SetNextWindowSizeCond = 0;
@ -4763,13 +4765,14 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
}
if (g.SetNextWindowCollapsedCond)
{
if (!window_was_active || window_appearing_after_being_hidden) window->SetWindowCollapsedAllowFlags |= ImGuiCond_Appearing;
if (window->Appearing)
window->SetWindowCollapsedAllowFlags |= ImGuiCond_Appearing;
SetWindowCollapsed(window, g.SetNextWindowCollapsedVal, g.SetNextWindowCollapsedCond);
g.SetNextWindowCollapsedCond = 0;
}
if (g.SetNextWindowFocus)
{
ImGui::SetWindowFocus();
SetWindowFocus();
g.SetNextWindowFocus = false;
}
@ -4807,7 +4810,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
else
PushClipRect(fullscreen_rect.Min, fullscreen_rect.Max, true);
if (!window_was_active)
if (window_just_activated_by_user)
{
// Popup first latch mouse position, will position itself when it appears next frame
window->AutoPosLastDirection = -1;
@ -4842,7 +4845,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
// Hide popup/tooltip window when first appearing while we measure size (because we recycle them)
if (window->HiddenFrames > 0)
window->HiddenFrames--;
if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0 && !window_was_active)
if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0 && window_just_activated_by_user)
{
window->HiddenFrames = 1;
if (flags & ImGuiWindowFlags_AlwaysAutoResize)
@ -4922,7 +4925,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
bool window_pos_center = false;
window_pos_center |= (window->SetWindowPosCenterWanted && window->HiddenFrames == 0);
window_pos_center |= ((flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api && window_appearing_after_being_hidden);
window_pos_center |= ((flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize);
if (window_pos_center)
{
// Center (any sort of window)
@ -4941,7 +4944,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
rect_to_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX);
window->PosFloat = FindBestPopupWindowPos(window->PosFloat, window->Size, &window->AutoPosLastDirection, rect_to_avoid);
}
else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_appearing_after_being_hidden)
else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize)
{
ImRect rect_to_avoid(window->PosFloat.x - 1, window->PosFloat.y - 1, window->PosFloat.x + 1, window->PosFloat.y + 1);
window->PosFloat = FindBestPopupWindowPos(window->PosFloat, window->Size, &window->AutoPosLastDirection, rect_to_avoid);
@ -5166,7 +5169,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
window->DC.TreeDepth = 0;
window->DC.StateStorage = &window->StateStorage;
window->DC.GroupStack.resize(0);
window->MenuColumns.Update(3, style.ItemSpacing.x, !window_was_active);
window->MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user);
if ((flags & ImGuiWindowFlags_ChildWindow) && (window->DC.ItemFlags != parent_window->DC.ItemFlags))
{
@ -5180,7 +5183,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
window->AutoFitFramesY--;
// New windows appears in front (we need to do that AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there)
if (!window_was_active && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))
if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))
if (!(flags & (ImGuiWindowFlags_ChildWindow|ImGuiWindowFlags_Tooltip)) || (flags & ImGuiWindowFlags_Popup))
{
FocusWindow(window);
@ -5914,7 +5917,14 @@ void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond)
bool ImGui::IsWindowCollapsed()
{
return GImGui->CurrentWindow->Collapsed;
ImGuiWindow* window = GetCurrentWindowRead();
return window->Collapsed;
}
bool ImGui::IsWindowAppearing()
{
ImGuiWindow* window = GetCurrentWindowRead();
return window->Appearing;
}
void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond)
@ -7342,6 +7352,7 @@ bool ImGui::InputScalarAsWidgetReplacement(const ImRect& aabb, const char* label
ImGuiWindow* window = GetCurrentWindow();
// Our replacement widget will override the focus ID (registered previously to allow for a TAB focus to happen)
// On the first frame, g.ScalarAsInputTextId == 0, then on subsequent frames it becomes == id
SetActiveIDNoNav(g.ScalarAsInputTextId, window);
g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
SetHoveredID(0);
@ -8808,6 +8819,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
// Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget.
// Down the line we should have a cleaner library-wide concept of Selected vs Active.
g.ActiveIdAllowOverlap = !io.MouseDown[0];
g.WantTextInputNextFrame = 1;
// Edit in progress
const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + edit_state.ScrollX;
@ -9468,8 +9480,7 @@ bool ImGui::Combo(const char* label, int* current_item, const char* items_separa
return value_changed;
}
// Combo box function.
bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int height_in_items)
bool ImGui::BeginCombo(const char* label, const char* preview_value, float popup_opened_height)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
@ -9498,12 +9509,8 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
RenderFrame(ImVec2(frame_bb.Max.x-arrow_size, frame_bb.Min.y), frame_bb.Max, GetColorU32(popup_open || hovered || navigated ? ImGuiCol_ButtonHovered : ImGuiCol_Button), true, style.FrameRounding); // FIXME-ROUNDING
RenderCollapseTriangle(ImVec2(frame_bb.Max.x-arrow_size, frame_bb.Min.y) + style.FramePadding, true);
if (*current_item >= 0 && *current_item < items_count)
{
const char* item_text;
if (items_getter(data, *current_item, &item_text))
RenderTextClipped(frame_bb.Min + style.FramePadding, value_bb.Max, item_text, NULL, NULL, ImVec2(0.0f,0.0f));
}
if (preview_value != NULL)
RenderTextClipped(frame_bb.Min + style.FramePadding, value_bb.Max, preview_value, NULL, NULL, ImVec2(0.0f,0.0f));
if (label_size.x > 0)
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
@ -9522,7 +9529,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
popup_toggled = true;
if (popup_toggled)
{
if (IsPopupOpen(id))
if (popup_open)
{
ClosePopup(id);
}
@ -9532,58 +9539,82 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
window->NavLastId = id;
FocusWindow(window);
OpenPopup(label);
popup_open = true;
}
popup_open = !popup_open;
}
bool value_changed = false;
if (IsPopupOpen(id))
if (!popup_open)
return false;
float popup_y1 = frame_bb.Max.y;
float popup_y2 = ImClamp(popup_y1 + popup_opened_height, popup_y1, g.IO.DisplaySize.y - style.DisplaySafeAreaPadding.y);
if ((popup_y2 - popup_y1) < ImMin(popup_opened_height, frame_bb.Min.y - style.DisplaySafeAreaPadding.y))
{
// Size default to hold ~7 items
if (height_in_items < 0)
height_in_items = 7;
float popup_height = (label_size.y + style.ItemSpacing.y) * ImMin(items_count, height_in_items) + (style.FramePadding.y * 3);
float popup_y1 = frame_bb.Max.y;
float popup_y2 = ImClamp(popup_y1 + popup_height, popup_y1, g.IO.DisplaySize.y - style.DisplaySafeAreaPadding.y);
if ((popup_y2 - popup_y1) < ImMin(popup_height, frame_bb.Min.y - style.DisplaySafeAreaPadding.y))
{
// Position our combo ABOVE because there's more space to fit! (FIXME: Handle in Begin() or use a shared helper. We have similar code in Begin() for popup placement)
popup_y1 = ImClamp(frame_bb.Min.y - popup_height, style.DisplaySafeAreaPadding.y, frame_bb.Min.y);
popup_y2 = frame_bb.Min.y;
}
ImRect popup_rect(ImVec2(frame_bb.Min.x, popup_y1), ImVec2(frame_bb.Max.x, popup_y2));
SetNextWindowPos(popup_rect.Min);
SetNextWindowSize(popup_rect.GetSize());
PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding);
const ImGuiWindowFlags flags = ImGuiWindowFlags_ComboBox | ((window->Flags & ImGuiWindowFlags_ShowBorders) ? ImGuiWindowFlags_ShowBorders : 0);
if (BeginPopupEx(id, flags))
{
// Display items
// FIXME-OPT: Use clipper
Spacing();
for (int i = 0; i < items_count; i++)
{
PushID((void*)(intptr_t)i);
const bool item_selected = (i == *current_item);
const char* item_text;
if (!items_getter(data, i, &item_text))
item_text = "*Unknown item*";
if (Selectable(item_text, item_selected))
{
ClearActiveID();
value_changed = true;
*current_item = i;
}
if (item_selected && popup_toggled)
SetItemDefaultFocus(); //SetScrollHere();
PopID();
}
EndPopup();
}
PopStyleVar();
// Position our combo ABOVE because there's more space to fit! (FIXME: Handle in Begin() or use a shared helper. We have similar code in Begin() for popup placement)
popup_y1 = ImClamp(frame_bb.Min.y - popup_opened_height, style.DisplaySafeAreaPadding.y, frame_bb.Min.y);
popup_y2 = frame_bb.Min.y;
}
ImRect popup_rect(ImVec2(frame_bb.Min.x, popup_y1), ImVec2(frame_bb.Max.x, popup_y2));
SetNextWindowPos(popup_rect.Min);
SetNextWindowSize(popup_rect.GetSize());
PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding);
const ImGuiWindowFlags flags = ImGuiWindowFlags_ComboBox | ((window->Flags & ImGuiWindowFlags_ShowBorders) ? ImGuiWindowFlags_ShowBorders : 0);
if (!BeginPopupEx(id, flags))
{
IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above
return false;
}
Spacing();
return true;
}
void ImGui::EndCombo()
{
EndPopup();
PopStyleVar();
}
// Combo box function.
bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int height_in_items)
{
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
const char* preview_text = NULL;
if (*current_item >= 0 && *current_item < items_count)
items_getter(data, *current_item, &preview_text);
// Size default to hold ~7 items
if (height_in_items < 0)
height_in_items = 7;
float popup_opened_height = (g.FontSize + style.ItemSpacing.y) * ImMin(items_count, height_in_items) + (style.FramePadding.y * 3);
if (!BeginCombo(label, preview_text, popup_opened_height))
return false;
// Display items
// FIXME-OPT: Use clipper
bool value_changed = false;
for (int i = 0; i < items_count; i++)
{
PushID((void*)(intptr_t)i);
const bool item_selected = (i == *current_item);
const char* item_text;
if (!items_getter(data, i, &item_text))
item_text = "*Unknown item*";
if (Selectable(item_text, item_selected))
{
value_changed = true;
*current_item = i;
}
if (item_selected && IsWindowAppearing())
SetItemDefaultFocus(); //SetScrollHere();
PopID();
}
EndCombo();
return value_changed;
}
@ -10439,11 +10470,11 @@ static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2
static void PaintVertsLinearGradientKeepAlpha(ImDrawVert* vert_start, ImDrawVert* vert_end, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1)
{
ImVec2 gradient_extent = gradient_p1 - gradient_p0;
float gradient_inv_length = ImInvLength(gradient_extent, 0.0f);
float gradient_inv_length2 = 1.0f / ImLengthSqr(gradient_extent);
for (ImDrawVert* vert = vert_start; vert < vert_end; vert++)
{
float d = ImDot(vert->pos - gradient_p0, gradient_extent);
float t = ImMin(sqrtf(ImMax(d, 0.0f)) * gradient_inv_length, 1.0f);
float t = ImClamp(d * gradient_inv_length2, 0.0f, 1.0f);
int r = ImLerp((int)(col0 >> IM_COL32_R_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_R_SHIFT) & 0xFF, t);
int g = ImLerp((int)(col0 >> IM_COL32_G_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_G_SHIFT) & 0xFF, t);
int b = ImLerp((int)(col0 >> IM_COL32_B_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_B_SHIFT) & 0xFF, t);
@ -11337,7 +11368,7 @@ static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
ImGuiContext& g = *GImGui;
g.PrivateClipboard.clear();
const char* text_end = text + strlen(text);
g.PrivateClipboard.resize((size_t)(text_end - text) + 1);
g.PrivateClipboard.resize((int)(text_end - text) + 1);
memcpy(&g.PrivateClipboard[0], text, (size_t)(text_end - text));
g.PrivateClipboard[(int)(text_end - text)] = 0;
}

View File

@ -150,6 +150,7 @@ namespace ImGui
IMGUI_API float GetWindowWidth();
IMGUI_API float GetWindowHeight();
IMGUI_API bool IsWindowCollapsed();
IMGUI_API bool IsWindowAppearing();
IMGUI_API void SetWindowFontScale(float scale); // per-window font scale. Adjust IO.FontGlobalScale if you want to scale all windows
IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // set next window position. call before Begin()
@ -499,8 +500,6 @@ namespace ImGui
static inline ImFont* GetWindowFont() { return GetFont(); } // OBSOLETE 1.48+
static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETE 1.48+
static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETE 1.42+
static inline bool GetWindowCollapsed() { return ImGui::IsWindowCollapsed(); } // OBSOLETE 1.39+
static inline bool IsRectClipped(const ImVec2& size) { return !IsRectVisible(size); } // OBSOLETE 1.39+
#endif
} // namespace ImGui

View File

@ -1554,9 +1554,9 @@ void ImGui::ShowTestWindow(bool* p_open)
ImGui::InputFloat("blue", &bar, 0.05f, 0, 3);
ImGui::NextColumn();
if (ImGui::CollapsingHeader("Category A")) ImGui::Text("Blah blah blah"); ImGui::NextColumn();
if (ImGui::CollapsingHeader("Category B")) ImGui::Text("Blah blah blah"); ImGui::NextColumn();
if (ImGui::CollapsingHeader("Category C")) ImGui::Text("Blah blah blah"); ImGui::NextColumn();
if (ImGui::CollapsingHeader("Category A")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn();
if (ImGui::CollapsingHeader("Category B")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn();
if (ImGui::CollapsingHeader("Category C")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn();
ImGui::Columns(1);
ImGui::Separator();
ImGui::TreePop();
@ -2117,9 +2117,9 @@ static void ShowExampleAppConstrainedResize(bool* p_open)
"Custom: Fixed Steps (100)",
};
ImGui::Combo("Constraint", &type, desc, IM_ARRAYSIZE(desc));
if (ImGui::Button("200x200")) ImGui::SetWindowSize(ImVec2(200,200)); ImGui::SameLine();
if (ImGui::Button("500x500")) ImGui::SetWindowSize(ImVec2(500,500)); ImGui::SameLine();
if (ImGui::Button("800x200")) ImGui::SetWindowSize(ImVec2(800,200));
if (ImGui::Button("200x200")) { ImGui::SetWindowSize(ImVec2(200,200)); } ImGui::SameLine();
if (ImGui::Button("500x500")) { ImGui::SetWindowSize(ImVec2(500,500)); } ImGui::SameLine();
if (ImGui::Button("800x200")) { ImGui::SetWindowSize(ImVec2(800,200)); }
for (int i = 0; i < 10; i++)
ImGui::Text("Hello, sailor! Making this line long enough for the example.");
}
@ -2337,8 +2337,8 @@ struct ExampleAppConsole
// TODO: display items starting from the bottom
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(); ImGui::SameLine();
if (ImGui::SmallButton("Add Dummy Error")) { AddLog("[error] something went wrong"); } ImGui::SameLine();
if (ImGui::SmallButton("Clear")) { ClearLog(); } ImGui::SameLine();
bool copy_to_clipboard = ImGui::SmallButton("Copy"); 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); }
@ -2398,7 +2398,7 @@ struct ExampleAppConsole
if (ImGui::InputText("Input", InputBuf, IM_ARRAYSIZE(InputBuf), ImGuiInputTextFlags_EnterReturnsTrue|ImGuiInputTextFlags_CallbackCompletion|ImGuiInputTextFlags_CallbackHistory, &TextEditCallbackStub, (void*)this))
{
char* input_end = InputBuf+strlen(InputBuf);
while (input_end > InputBuf && input_end[-1] == ' ') input_end--; *input_end = 0;
while (input_end > InputBuf && input_end[-1] == ' ') { input_end--; } *input_end = 0;
if (InputBuf[0])
ExecCommand(InputBuf);
strcpy(InputBuf, "");
@ -2441,7 +2441,8 @@ struct ExampleAppConsole
}
else if (Stricmp(command_line, "HISTORY") == 0)
{
for (int i = History.Size >= 10 ? History.Size - 10 : 0; i < History.Size; i++)
int first = History.Size - 10;
for (int i = first > 0 ? first : 0; i < History.Size; i++)
AddLog("%3d: %s\n", i, History[i]);
}
else

View File

@ -526,8 +526,9 @@ struct ImGuiContext
float FramerateSecPerFrame[120]; // calculate estimate of framerate for user
int FramerateSecPerFrameIdx;
float FramerateSecPerFrameAccum;
int CaptureMouseNextFrame; // explicit capture via CaptureInputs() sets those flags
int CaptureKeyboardNextFrame;
int WantCaptureMouseNextFrame; // explicit capture via CaptureInputs() sets those flags
int WantCaptureKeyboardNextFrame;
int WantTextInputNextFrame;
char TempBuffer[1024*3+1]; // temporary text buffer
ImGuiContext()
@ -617,7 +618,7 @@ struct ImGuiContext
memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame));
FramerateSecPerFrameIdx = 0;
FramerateSecPerFrameAccum = 0.0f;
CaptureMouseNextFrame = CaptureKeyboardNextFrame = -1;
WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1;
memset(TempBuffer, 0, sizeof(TempBuffer));
}
};
@ -748,7 +749,8 @@ struct IMGUI_API ImGuiWindow
bool Accessed; // Set to true when any widget access the current window
bool Collapsed; // Set when collapsing window to become only title-bar
bool CollapseToggleWanted;
bool SkipItems; // == Visible && !Collapsed
bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed)
bool Appearing; // Set during the frame where the window is appearing (or re-appearing)
int BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
ImGuiID NavLastId; // Last known NavId for this window, for nav layer 0 only.
@ -846,11 +848,15 @@ namespace ImGui
IMGUI_API int CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate);
// New Columns API
// FIXME-WIP: New Columns API
IMGUI_API void BeginColumns(const char* id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns().
IMGUI_API void EndColumns(); // close columns
IMGUI_API void PushColumnClipRect(int column_index = -1);
// FIXME-WIP: New Combo API
IMGUI_API bool BeginCombo(const char* label, const char* preview_value, float popup_opened_height);
IMGUI_API void EndCombo();
// NB: All position are in absolute pixels coordinates (never using window coordinates internally)
// AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT.
IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true);