Merge branch 'viewport' into docking
# Conflicts: # imgui.cpp # imgui.h
This commit is contained in:
commit
5f8c9ae0ef
@ -80,6 +80,12 @@ Other Changes:
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- Window: Resizing from edges (with io.ConfigResizeWindowsFromEdges Beta flag) extends the hit region
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of root floating windows outside the window, making it easier to resize windows. Resize grips are also
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extended accordingly so there are no discontinuity when hovering between borders and corners. (#1495, #822)
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- Window: Added ImGuiWindowFlags_NoBackground flag to avoid rendering window background. This is mostly to allow
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the creation of new flag combinations, as we could already use SetNextWindowBgAlpha(0.0f). (#1660) [@biojppm, @ocornut]
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- Window: Added ImGuiWindowFlags_NoDecoration helper flag which is essentially NoTitleBar+NoResize+NoScrollbar+NoCollapse.
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- Window: Added ImGuiWindowFlags_NoMouseInputs which is basically the old ImGuiWindowFlags_NoInputs (essentially
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we have renamed ImGuiWindowFlags_NoInputs to ImGuiWindowFlags_NoMouseInputs). Made the new ImGuiWindowFlags_NoInputs
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encompass both NoMouseInputs+NoNav, which is consistent with its description. (#1660, #787)
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- Window, Inputs: Fixed resizing from edges when io.MousePos is not pixel-rounded by rounding mouse position input. (#2110)
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- BeginChild(): Fixed BeginChild(const char*, ...) variation erroneously not applying the ID stack
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to the provided string to uniquely identify the child window. This was undoing an intentional change
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|
@ -113,11 +113,11 @@ Languages: (third-party bindings)
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- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
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- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
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- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
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- Go: [go-imgui](https://github.com/Armored-Dragon/go-imgui)
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- Go: [imgui-go](https://github.com/inkyblackness/imgui-go) or [go-imgui](https://github.com/Armored-Dragon/go-imgui)
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- Haxe/hxcpp: [linc_imgui](https://github.com/Aidan63/linc_imgui)
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- Java: [jimgui](https://github.com/ice1000/jimgui)
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- JavaScript: [imgui-js](https://github.com/flyover/imgui-js)
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- Lua: [imgui_lua_bindings](https://github.com/patrickriordan/imgui_lua_bindings) or [lua-ffi-bindings](https://github.com/thenumbernine/lua-ffi-bindings)
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- Lua: [LuaJIT-ImGui](https://github.com/sonoro1234/LuaJIT-ImGui), [imgui_lua_bindings](https://github.com/patrickriordan/imgui_lua_bindings) or [lua-ffi-bindings](https://github.com/thenumbernine/lua-ffi-bindings)
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- Odin: [odin-dear_imgui](https://github.com/ThisDrunkDane/odin-dear_imgui)
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- Pascal: [imgui-pas](https://github.com/dpethes/imgui-pas)
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- PureBasic: [pb-cimgui](https://github.com/hippyau/pb-cimgui)
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|
@ -3,7 +3,7 @@
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archiveVersion = 1;
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classes = {
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};
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objectVersion = 50;
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objectVersion = 48;
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objects = {
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/* Begin PBXBuildFile section */
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|
@ -3,7 +3,7 @@
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archiveVersion = 1;
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classes = {
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};
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objectVersion = 50;
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objectVersion = 48;
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objects = {
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||||
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/* Begin PBXBuildFile section */
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|
@ -523,7 +523,7 @@ static void ImGui_ImplSDL2_UpdateMonitors()
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#endif
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#if SDL_HAS_PER_MONITOR_DPI
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float dpi = 0.0f;
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if (SDL_GetDisplayDPI(n, &dpi, NULL, NULL))
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if (!SDL_GetDisplayDPI(n, &dpi, NULL, NULL))
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monitor.DpiScale = dpi / 96.0f;
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#endif
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platform_io.Monitors.push_back(monitor);
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|
45
imgui.cpp
45
imgui.cpp
@ -2945,10 +2945,11 @@ int ImGui::GetFrameCount()
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return GImGui->FrameCount;
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}
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ImDrawList* ImGui::GetOverlayDrawList(ImGuiViewportP* viewport)
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ImDrawList* ImGui::GetOverlayDrawList(ImGuiViewport* viewport_public)
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{
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// Create the draw list on demand, because it is not frequently used for all viewports
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ImGuiContext& g = *GImGui;
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ImGuiViewportP* viewport = (ImGuiViewportP*)viewport_public;
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if (viewport->OverlayDrawList == NULL)
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{
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viewport->OverlayDrawList = IM_NEW(ImDrawList)(&g.DrawListSharedData);
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@ -3135,9 +3136,9 @@ void ImGui::UpdateMouseWheel()
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// If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent (unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set).
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ImGuiWindow* window = g.HoveredWindow;
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ImGuiWindow* scroll_window = window;
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while ((scroll_window->Flags & ImGuiWindowFlags_ChildWindow) && (scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoScrollbar) && !(scroll_window->Flags & ImGuiWindowFlags_NoInputs) && scroll_window->ParentWindow)
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while ((scroll_window->Flags & ImGuiWindowFlags_ChildWindow) && (scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoScrollbar) && !(scroll_window->Flags & ImGuiWindowFlags_NoMouseInputs) && scroll_window->ParentWindow)
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scroll_window = scroll_window->ParentWindow;
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const bool scroll_allowed = !(scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoInputs);
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const bool scroll_allowed = !(scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoMouseInputs);
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if (g.IO.MouseWheel != 0.0f)
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{
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@ -4016,7 +4017,7 @@ static void FindHoveredWindow()
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ImGuiWindow* hovered_window = NULL;
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ImGuiWindow* hovered_window_ignoring_moving_window = NULL;
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if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoInputs))
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if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs))
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hovered_window = g.MovingWindow;
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ImVec2 padding_regular = g.Style.TouchExtraPadding;
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@ -4026,7 +4027,7 @@ static void FindHoveredWindow()
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ImGuiWindow* window = g.Windows[i];
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if (!window->Active || window->Hidden)
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continue;
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if (window->Flags & ImGuiWindowFlags_NoInputs)
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if (window->Flags & ImGuiWindowFlags_NoMouseInputs)
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continue;
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IM_ASSERT(window->Viewport);
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if (window->Viewport != g.MouseViewport)
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@ -4925,7 +4926,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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}
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// Automatically disable manual moving/resizing when NoInputs is set
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if (flags & ImGuiWindowFlags_NoInputs)
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if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs)
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flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;
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if (flags & ImGuiWindowFlags_NavFlattened)
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@ -5366,15 +5367,19 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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else
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{
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// Window background
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ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags));
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if (g.NextWindowData.BgAlphaCond != 0)
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bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(g.NextWindowData.BgAlphaVal) << IM_COL32_A_SHIFT);
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if (window->ViewportOwned)
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if (!(flags & ImGuiWindowFlags_NoBackground))
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{
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//window->Viewport->Alpha = ((bg_col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) / 255.0f;
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bg_col = (bg_col | IM_COL32_A_MASK);
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ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags));
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if (g.NextWindowData.BgAlphaCond != 0)
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bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(g.NextWindowData.BgAlphaVal) << IM_COL32_A_SHIFT);
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if (window->ViewportOwned)
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{
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//window->Viewport->Alpha = ((bg_col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) / 255.0f;
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bg_col = (bg_col | IM_COL32_A_MASK);
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}
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window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot);
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}
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window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot);
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g.NextWindowData.BgAlphaCond = 0;
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// Title bar
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// (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag,
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@ -5416,7 +5421,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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}
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// Borders
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if (window_border_size > 0.0f)
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if (window_border_size > 0.0f && !(flags & ImGuiWindowFlags_NoBackground))
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window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), window_rounding, ImDrawCornerFlags_All, window_border_size);
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if (border_held != -1)
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{
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@ -6924,7 +6929,7 @@ void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_
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window->HiddenFramesRegular = 1;
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ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount);
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}
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ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip|ImGuiWindowFlags_NoInputs|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoNav|ImGuiWindowFlags_NoDocking;
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ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip|ImGuiWindowFlags_NoInputs|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoDocking;
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Begin(window_name, NULL, flags | extra_flags);
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}
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@ -8992,7 +8997,7 @@ void ImGui::NavUpdateWindowingList()
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SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
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SetNextWindowPos(viewport->Pos + viewport->Size * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
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PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
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Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
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Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
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for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--)
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{
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ImGuiWindow* window = g.WindowsFocusOrder[n];
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@ -13083,10 +13088,10 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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ImGuiWindowFlags flags = window->Flags;
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NodeDrawList(window, window->Viewport, window->DrawList, "DrawList");
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ImGui::BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), SizeContents (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->SizeContents.x, window->SizeContents.y);
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ImGui::BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s..)", flags,
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(flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",
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(flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "",
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(flags & ImGuiWindowFlags_NoInputs) ? "NoInputs":"", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : "");
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ImGui::BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags,
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(flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",
|
||||
(flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "",
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||||
(flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : "");
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ImGui::BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f)", window->Scroll.x, GetWindowScrollMaxX(window), window->Scroll.y, GetWindowScrollMaxY(window));
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||||
ImGui::BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);
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||||
ImGui::BulletText("Appearing: %d, Hidden: %d (Reg %d Resize %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesRegular, window->HiddenFramesForResize, window->SkipItems);
|
||||
|
17
imgui.h
17
imgui.h
@ -243,7 +243,7 @@ namespace ImGui
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||||
IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ enforce the range of scrollbars). not including window decorations (title bar, menu bar, etc.). set an axis to 0.0f to leave it automatic. call before Begin()
|
||||
IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
|
||||
IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin()
|
||||
IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily modify ImGuiCol_WindowBg/ChildBg/PopupBg.
|
||||
IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily modify ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
|
||||
IMGUI_API void SetNextWindowViewport(ImGuiID viewport_id); // set next window viewport
|
||||
IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
|
||||
IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
|
||||
@ -499,7 +499,7 @@ namespace ImGui
|
||||
IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked in void (where there are no imgui windows).
|
||||
IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // modal dialog (regular window with title bar, block interactions behind the modal window, can't close the modal window by clicking outside)
|
||||
IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
|
||||
IMGUI_API bool OpenPopupOnItemClick(const char* str_id = NULL, int mouse_button = 1); // helper to open popup when clicked on last item. return true when just opened.
|
||||
IMGUI_API bool OpenPopupOnItemClick(const char* str_id = NULL, int mouse_button = 1); // helper to open popup when clicked on last item (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors). return true when just opened.
|
||||
IMGUI_API bool IsPopupOpen(const char* str_id); // return true if the popup is open
|
||||
IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.
|
||||
|
||||
@ -583,7 +583,8 @@ namespace ImGui
|
||||
IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
|
||||
IMGUI_API double GetTime();
|
||||
IMGUI_API int GetFrameCount();
|
||||
IMGUI_API ImDrawList* GetOverlayDrawList(); // this draw list will be the last rendered. it covers the entire current viewport. useful to quickly draw overlays shapes/text
|
||||
IMGUI_API ImDrawList* GetOverlayDrawList(); // get overlay draw list for the viewport associated to the current window. this draw list will be the last rendered. useful to quickly draw overlays shapes/text.
|
||||
IMGUI_API ImDrawList* GetOverlayDrawList(ImGuiViewport* viewport); // get overlay draw list for the given viewport.
|
||||
IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances
|
||||
IMGUI_API const char* GetStyleColorName(ImGuiCol idx);
|
||||
IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
|
||||
@ -663,8 +664,9 @@ enum ImGuiWindowFlags_
|
||||
ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set.
|
||||
ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it
|
||||
ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
|
||||
ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
|
||||
ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
|
||||
ImGuiWindowFlags_NoInputs = 1 << 9, // Disable catching mouse or keyboard inputs, hovering test with pass through.
|
||||
ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through.
|
||||
ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
|
||||
ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section.
|
||||
ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state
|
||||
@ -674,10 +676,13 @@ enum ImGuiWindowFlags_
|
||||
ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
|
||||
ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window
|
||||
ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
|
||||
ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
|
||||
ImGuiWindowFlags_UnsavedDocument = 1 << 20, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. When used in a tab/docking context, tab is selected on closure and closure is deferred by one frame to allow code to cancel the closure (with a confirmation popup, etc.) without flicker.
|
||||
ImGuiWindowFlags_NoDocking = 1 << 21, // Disable docking of this window
|
||||
|
||||
ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
|
||||
ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
|
||||
ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
|
||||
|
||||
// [Internal]
|
||||
ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!)
|
||||
ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
|
||||
@ -1711,7 +1716,7 @@ struct ImDrawCmd
|
||||
ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
|
||||
void* UserCallbackData; // The draw callback code can access this.
|
||||
|
||||
ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = ClipRect.z = ClipRect.w = 0.0f; TextureId = NULL; UserCallback = NULL; UserCallbackData = NULL; }
|
||||
ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = ClipRect.z = ClipRect.w = 0.0f; TextureId = (ImTextureID)NULL; UserCallback = NULL; UserCallbackData = NULL; }
|
||||
};
|
||||
|
||||
// Vertex index (override with '#define ImDrawIdx unsigned int' inside in imconfig.h)
|
||||
|
@ -225,6 +225,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
static bool no_collapse = false;
|
||||
static bool no_close = false;
|
||||
static bool no_nav = false;
|
||||
static bool no_background = false;
|
||||
static bool no_bring_to_front = false;
|
||||
static bool no_docking = false;
|
||||
|
||||
@ -236,6 +237,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
if (no_resize) window_flags |= ImGuiWindowFlags_NoResize;
|
||||
if (no_collapse) window_flags |= ImGuiWindowFlags_NoCollapse;
|
||||
if (no_nav) window_flags |= ImGuiWindowFlags_NoNav;
|
||||
if (no_background) window_flags |= ImGuiWindowFlags_NoBackground;
|
||||
if (no_bring_to_front) window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus;
|
||||
if (no_docking) window_flags |= ImGuiWindowFlags_NoDocking;
|
||||
if (no_close) p_open = NULL; // Don't pass our bool* to Begin
|
||||
@ -403,6 +405,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
ImGui::Checkbox("No collapse", &no_collapse);
|
||||
ImGui::Checkbox("No close", &no_close); ImGui::SameLine(150);
|
||||
ImGui::Checkbox("No nav", &no_nav); ImGui::SameLine(300);
|
||||
ImGui::Checkbox("No background", &no_background);
|
||||
ImGui::Checkbox("No bring to front", &no_bring_to_front);
|
||||
ImGui::Checkbox("No docking", &no_docking);
|
||||
}
|
||||
@ -1991,6 +1994,21 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
|
||||
if (ImGui::CollapsingHeader("Popups & Modal windows"))
|
||||
{
|
||||
// Popups are windows with a few special properties:
|
||||
// - They block normal mouse hovering detection outside them. (*)
|
||||
// - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
|
||||
// - Their visibility state (~bool) is held internally by imgui instead of being held by the programmer as we are used to with regular Begin() calls.
|
||||
// (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup.
|
||||
// Those three properties are intimately connected. The library needs to hold their visibility state because it can close popups at any time.
|
||||
|
||||
// Typical use for regular windows:
|
||||
// bool my_tool_is_active = false; if (ImGui::Button("Open")) my_tool_is_active = true; [...] if (my_tool_is_active) Begin("My Tool", &my_tool_is_active) { [...] } End();
|
||||
// Typical use for popups:
|
||||
// if (ImGui::Button("Open")) ImGui::OpenPopup("MyPopup"); if (ImGui::BeginPopup("MyPopup") { [...] EndPopup(); }
|
||||
|
||||
// With popups we have to go through a library call (here OpenPopup) to manipulate the visibility state.
|
||||
// This may be a bit confusing at first but it should quickly make sense. Follow on the examples below.
|
||||
|
||||
if (ImGui::TreeNode("Popups"))
|
||||
{
|
||||
ImGui::TextWrapped("When a popup is active, it inhibits interacting with windows that are behind the popup. Clicking outside the popup closes it.");
|
||||
@ -2002,10 +2020,10 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
// Simple selection popup
|
||||
// (If you want to show the current selection inside the Button itself, you may want to build a string using the "###" operator to preserve a constant ID with a variable label)
|
||||
if (ImGui::Button("Select.."))
|
||||
ImGui::OpenPopup("select");
|
||||
ImGui::OpenPopup("my_select_popup");
|
||||
ImGui::SameLine();
|
||||
ImGui::TextUnformatted(selected_fish == -1 ? "<None>" : names[selected_fish]);
|
||||
if (ImGui::BeginPopup("select"))
|
||||
if (ImGui::BeginPopup("my_select_popup"))
|
||||
{
|
||||
ImGui::Text("Aquarium");
|
||||
ImGui::Separator();
|
||||
@ -2017,8 +2035,8 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
|
||||
// Showing a menu with toggles
|
||||
if (ImGui::Button("Toggle.."))
|
||||
ImGui::OpenPopup("toggle");
|
||||
if (ImGui::BeginPopup("toggle"))
|
||||
ImGui::OpenPopup("my_toggle_popup");
|
||||
if (ImGui::BeginPopup("my_toggle_popup"))
|
||||
{
|
||||
for (int i = 0; i < IM_ARRAYSIZE(names); i++)
|
||||
ImGui::MenuItem(names[i], "", &toggles[i]);
|
||||
@ -2049,9 +2067,10 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
|
||||
if (ImGui::Button("Popup Menu.."))
|
||||
ImGui::OpenPopup("FilePopup");
|
||||
if (ImGui::BeginPopup("FilePopup"))
|
||||
// Call the more complete ShowExampleMenuFile which we use in various places of this demo
|
||||
if (ImGui::Button("File Menu.."))
|
||||
ImGui::OpenPopup("my_file_popup");
|
||||
if (ImGui::BeginPopup("my_file_popup"))
|
||||
{
|
||||
ShowExampleMenuFile();
|
||||
ImGui::EndPopup();
|
||||
@ -2063,7 +2082,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
if (ImGui::TreeNode("Context menus"))
|
||||
{
|
||||
// BeginPopupContextItem() is a helper to provide common/simple popup behavior of essentially doing:
|
||||
// if (IsItemHovered() && IsMouseClicked(0))
|
||||
// if (IsItemHovered() && IsMouseReleased(0))
|
||||
// OpenPopup(id);
|
||||
// return BeginPopup(id);
|
||||
// For more advanced uses you may want to replicate and cuztomize this code. This the comments inside BeginPopupContextItem() implementation.
|
||||
@ -2079,10 +2098,18 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
|
||||
// We can also use OpenPopupOnItemClick() which is the same as BeginPopupContextItem() but without the Begin call.
|
||||
// So here we will make it that clicking on the text field with the right mouse button (1) will toggle the visibility of the popup above.
|
||||
ImGui::Text("(You can also right-click me to the same popup as above.)");
|
||||
ImGui::OpenPopupOnItemClick("item context menu", 1);
|
||||
|
||||
// When used after an item that has an ID (here the Button), we can skip providing an ID to BeginPopupContextItem().
|
||||
// BeginPopupContextItem() will use the last item ID as the popup ID.
|
||||
// In addition here, we want to include your editable label inside the button label. We use the ### operator to override the ID (read FAQ about ID for details)
|
||||
static char name[32] = "Label1";
|
||||
char buf[64]; sprintf(buf, "Button: %s###Button", name); // ### operator override ID ignoring the preceding label
|
||||
ImGui::Button(buf);
|
||||
if (ImGui::BeginPopupContextItem()) // When used after an item that has an ID (here the Button), we can skip providing an ID to BeginPopupContextItem().
|
||||
if (ImGui::BeginPopupContextItem())
|
||||
{
|
||||
ImGui::Text("Edit name:");
|
||||
ImGui::InputText("##edit", name, IM_ARRAYSIZE(name));
|
||||
|
@ -1416,7 +1416,7 @@ ImFontAtlas::ImFontAtlas()
|
||||
{
|
||||
Locked = false;
|
||||
Flags = ImFontAtlasFlags_None;
|
||||
TexID = NULL;
|
||||
TexID = (ImTextureID)NULL;
|
||||
TexDesiredWidth = 0;
|
||||
TexGlyphPadding = 1;
|
||||
|
||||
@ -1732,7 +1732,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
|
||||
|
||||
ImFontAtlasBuildRegisterDefaultCustomRects(atlas);
|
||||
|
||||
atlas->TexID = NULL;
|
||||
atlas->TexID = (ImTextureID)NULL;
|
||||
atlas->TexWidth = atlas->TexHeight = 0;
|
||||
atlas->TexUvScale = ImVec2(0.0f, 0.0f);
|
||||
atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f);
|
||||
|
@ -1388,7 +1388,6 @@ namespace ImGui
|
||||
|
||||
IMGUI_API void SetCurrentFont(ImFont* font);
|
||||
inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; }
|
||||
IMGUI_API ImDrawList* GetOverlayDrawList(ImGuiViewportP* viewport);
|
||||
inline ImDrawList* GetOverlayDrawList(ImGuiWindow* window) { return GetOverlayDrawList(window->Viewport); }
|
||||
|
||||
// Init
|
||||
|
@ -3427,7 +3427,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
|
||||
{
|
||||
// Filter pasted buffer
|
||||
const int clipboard_len = (int)strlen(clipboard);
|
||||
ImWchar* clipboard_filtered = (ImWchar*)ImGui::MemAlloc((clipboard_len+1) * sizeof(ImWchar));
|
||||
ImWchar* clipboard_filtered = (ImWchar*)MemAlloc((clipboard_len+1) * sizeof(ImWchar));
|
||||
int clipboard_filtered_len = 0;
|
||||
for (const char* s = clipboard; *s; )
|
||||
{
|
||||
@ -3445,7 +3445,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
|
||||
stb_textedit_paste(&edit_state, &edit_state.StbState, clipboard_filtered, clipboard_filtered_len);
|
||||
edit_state.CursorFollow = true;
|
||||
}
|
||||
ImGui::MemFree(clipboard_filtered);
|
||||
MemFree(clipboard_filtered);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -4558,38 +4558,38 @@ void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags fl
|
||||
{
|
||||
bool allow_opt_picker = !(flags & ImGuiColorEditFlags__PickerMask);
|
||||
bool allow_opt_alpha_bar = !(flags & ImGuiColorEditFlags_NoAlpha) && !(flags & ImGuiColorEditFlags_AlphaBar);
|
||||
if ((!allow_opt_picker && !allow_opt_alpha_bar) || !ImGui::BeginPopup("context"))
|
||||
if ((!allow_opt_picker && !allow_opt_alpha_bar) || !BeginPopup("context"))
|
||||
return;
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (allow_opt_picker)
|
||||
{
|
||||
ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (ImGui::GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function
|
||||
ImGui::PushItemWidth(picker_size.x);
|
||||
ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function
|
||||
PushItemWidth(picker_size.x);
|
||||
for (int picker_type = 0; picker_type < 2; picker_type++)
|
||||
{
|
||||
// Draw small/thumbnail version of each picker type (over an invisible button for selection)
|
||||
if (picker_type > 0) ImGui::Separator();
|
||||
ImGui::PushID(picker_type);
|
||||
if (picker_type > 0) Separator();
|
||||
PushID(picker_type);
|
||||
ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs|ImGuiColorEditFlags_NoOptions|ImGuiColorEditFlags_NoLabel|ImGuiColorEditFlags_NoSidePreview|(flags & ImGuiColorEditFlags_NoAlpha);
|
||||
if (picker_type == 0) picker_flags |= ImGuiColorEditFlags_PickerHueBar;
|
||||
if (picker_type == 1) picker_flags |= ImGuiColorEditFlags_PickerHueWheel;
|
||||
ImVec2 backup_pos = ImGui::GetCursorScreenPos();
|
||||
if (ImGui::Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup
|
||||
ImVec2 backup_pos = GetCursorScreenPos();
|
||||
if (Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup
|
||||
g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags__PickerMask) | (picker_flags & ImGuiColorEditFlags__PickerMask);
|
||||
ImGui::SetCursorScreenPos(backup_pos);
|
||||
SetCursorScreenPos(backup_pos);
|
||||
ImVec4 dummy_ref_col;
|
||||
memcpy(&dummy_ref_col.x, ref_col, sizeof(float) * (picker_flags & ImGuiColorEditFlags_NoAlpha ? 3 : 4));
|
||||
ImGui::ColorPicker4("##dummypicker", &dummy_ref_col.x, picker_flags);
|
||||
ImGui::PopID();
|
||||
ColorPicker4("##dummypicker", &dummy_ref_col.x, picker_flags);
|
||||
PopID();
|
||||
}
|
||||
ImGui::PopItemWidth();
|
||||
PopItemWidth();
|
||||
}
|
||||
if (allow_opt_alpha_bar)
|
||||
{
|
||||
if (allow_opt_picker) ImGui::Separator();
|
||||
ImGui::CheckboxFlags("Alpha Bar", (unsigned int*)&g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar);
|
||||
if (allow_opt_picker) Separator();
|
||||
CheckboxFlags("Alpha Bar", (unsigned int*)&g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar);
|
||||
}
|
||||
ImGui::EndPopup();
|
||||
EndPopup();
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
|
@ -12,7 +12,7 @@ misc/freetype/
|
||||
Font atlas builder/rasterizer using FreeType instead of stb_truetype.
|
||||
Benefit from better FreeType rasterization, in particular for small fonts.
|
||||
|
||||
misc/natnis/
|
||||
misc/natvis/
|
||||
Natvis file to describe dear imgui types in the Visual Studio debugger.
|
||||
With this, types like ImVector<> will be displayed nicely in the debugger.
|
||||
You can include this file a Visual Studio project file, or install it in Visual Studio folder.
|
||||
|
Loading…
Reference in New Issue
Block a user