Merge branch 'master' into docking
ac64b65
on master seemed incorrect.
# Conflicts:
# docs/CHANGELOG.txt
# imgui.cpp
# imgui_internal.h
# imgui_widgets.cpp
This commit is contained in:
commit
676497fe05
@ -546,6 +546,11 @@ bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* rendere
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return ImGui_ImplSDL2_Init(window, renderer, nullptr);
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return ImGui_ImplSDL2_Init(window, renderer, nullptr);
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}
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}
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bool ImGui_ImplSDL2_InitForOther(SDL_Window* window)
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{
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return ImGui_ImplSDL2_Init(window, nullptr);
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}
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void ImGui_ImplSDL2_Shutdown()
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void ImGui_ImplSDL2_Shutdown()
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{
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{
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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@ -31,6 +31,7 @@ IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
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IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
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IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
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IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
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IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
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IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
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IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
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IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOther(SDL_Window* window);
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IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
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IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
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IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
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@ -473,6 +473,11 @@ bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* rendere
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return ImGui_ImplSDL3_Init(window, renderer, nullptr);
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return ImGui_ImplSDL3_Init(window, renderer, nullptr);
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}
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}
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bool ImGui_ImplSDL3_InitForOther(SDL_Window* window)
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{
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return ImGui_ImplSDL3_Init(window, nullptr);
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}
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void ImGui_ImplSDL3_Shutdown()
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void ImGui_ImplSDL3_Shutdown()
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{
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{
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ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
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ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
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@ -32,6 +32,7 @@ IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window);
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IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window);
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IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window);
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IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window);
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IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window);
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IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
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IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
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IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOther(SDL_Window* window);
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IMGUI_IMPL_API void ImGui_ImplSDL3_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplSDL3_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplSDL3_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplSDL3_NewFrame();
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IMGUI_IMPL_API bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event);
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IMGUI_IMPL_API bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event);
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@ -44,17 +44,34 @@ Breaking changes:
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Other changes:
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Other changes:
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- Tables: Made it possible to use SameLine(0,0) after TableNextColumn() or
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TableSetColumnIndex() in order to reuse line height from previous cell. (#3740)
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- Nav, TreeNode: Pressing Left with ImGuiTreeNodeFlags_NavLeftJumpsBackHere now goes
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- Nav, TreeNode: Pressing Left with ImGuiTreeNodeFlags_NavLeftJumpsBackHere now goes
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through proper navigation logic: honor scrolling and selection. (#1079, #1131)
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through proper navigation logic: honor scrolling and selection. (#1079, #1131)
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- Sliders: Fixed an integer overflow and div-by-zero in SliderInt() when
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- Sliders: Fixed an integer overflow and div-by-zero in SliderInt() when
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v_max=INT_MAX (#6675, #6679) [@jbarthelmes]
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v_max=INT_MAX (#6675, #6679) [@jbarthelmes]
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- Windows: Layout of Close/Collapse buttons uses style.ItemInnerSpacing.x between items,
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stopped incorrectly using FramePadding in a way where hit-boxes could overlap when
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setting large values. (#6749)
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- InputFloat, SliderFloat, DragFloat: always turn both '.' and ',' into the current decimal
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point character when using Decimal/Scientific character filter. (#6719, #2278) [@adamsepp]
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- ImDrawData: Fixed an issue where TotalVtxCount/TotalIdxCount does not match the sum
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- ImDrawData: Fixed an issue where TotalVtxCount/TotalIdxCount does not match the sum
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of individual ImDrawList's buffer sizes when a dimming/modal background is rendered. (#6716)
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of individual ImDrawList's buffer sizes when a dimming/modal background is rendered. (#6716)
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- ImDrawList: Fixed OOB access in _CalcCircleAutoSegmentCount when passing excessively
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- ImDrawList: Fixed OOB access in _CalcCircleAutoSegmentCount when passing excessively
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large radius to AddCircle(). (#6657, #5317) [@EggsyCRO, @jdpatdiscord]
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large radius to AddCircle(). (#6657, #5317) [@EggsyCRO, @jdpatdiscord]
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- IO: Exposed io.PlatformLocaleDecimalPoint to configure decimal point ('.' or ',') for
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languages needing it. Should ideally be set to the value of '*localeconv()->decimal_point'
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but our backends don't do it yet. (#6719, #2278)
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- IO: Fixed io.AddMousePosEvent() and io.AddMouseButtonEvent() writing MouseSource to
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wrong union section. Was semantically incorrect and accidentally had no side-effects
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with default compiler alignment settings. (#6727) [@RickHuang2001]
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- Misc: Made multiple calls to Render() during the same frame early out faster.
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- Debug Tools: Metrics: Fixed "Drawlists" section and per-viewport equivalent
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- Debug Tools: Metrics: Fixed "Drawlists" section and per-viewport equivalent
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appearing empty (regression in 1.89.8).
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appearing empty (regression in 1.89.8).
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- Demo: Demonstrate out-of-order rendering using ImDrawListSplitter.
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- Demo: Demonstrate out-of-order rendering using ImDrawListSplitter.
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- Backends: SDL2,SDL3: added ImGui_ImplSDL2_InitForOther()/ImGui_ImplSDL3_InitForOther()
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for consistency (matching GLFW backend) and as most initialization paths don't actually
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need to care about rendering backend.
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-----------------------------------------------------------------------
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-----------------------------------------------------------------------
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65
imgui.cpp
65
imgui.cpp
@ -1324,6 +1324,7 @@ ImGuiIO::ImGuiIO()
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// Note: Initialize() will setup default clipboard/ime handlers.
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// Note: Initialize() will setup default clipboard/ime handlers.
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BackendPlatformName = BackendRendererName = NULL;
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BackendPlatformName = BackendRendererName = NULL;
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BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL;
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BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL;
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PlatformLocaleDecimalPoint = '.';
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// Input (NB: we already have memset zero the entire structure!)
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// Input (NB: we already have memset zero the entire structure!)
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MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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@ -1569,7 +1570,7 @@ void ImGuiIO::AddMousePosEvent(float x, float y)
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e.EventId = g.InputEventsNextEventId++;
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e.EventId = g.InputEventsNextEventId++;
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e.MousePos.PosX = pos.x;
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e.MousePos.PosX = pos.x;
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e.MousePos.PosY = pos.y;
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e.MousePos.PosY = pos.y;
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e.MouseWheel.MouseSource = g.InputEventsNextMouseSource;
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e.MousePos.MouseSource = g.InputEventsNextMouseSource;
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g.InputEventsQueue.push_back(e);
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g.InputEventsQueue.push_back(e);
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}
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}
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@ -1593,7 +1594,7 @@ void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)
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e.EventId = g.InputEventsNextEventId++;
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e.EventId = g.InputEventsNextEventId++;
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e.MouseButton.Button = mouse_button;
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e.MouseButton.Button = mouse_button;
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e.MouseButton.Down = down;
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e.MouseButton.Down = down;
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e.MouseWheel.MouseSource = g.InputEventsNextMouseSource;
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e.MouseButton.MouseSource = g.InputEventsNextMouseSource;
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g.InputEventsQueue.push_back(e);
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g.InputEventsQueue.push_back(e);
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}
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}
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@ -5332,10 +5333,11 @@ void ImGui::Render()
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if (g.FrameCountEnded != g.FrameCount)
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if (g.FrameCountEnded != g.FrameCount)
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EndFrame();
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EndFrame();
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const bool first_render_of_frame = (g.FrameCountRendered != g.FrameCount);
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if (g.FrameCountRendered == g.FrameCount)
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return;
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g.FrameCountRendered = g.FrameCount;
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g.FrameCountRendered = g.FrameCount;
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g.IO.MetricsRenderWindows = 0;
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g.IO.MetricsRenderWindows = 0;
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CallContextHooks(&g, ImGuiContextHookType_RenderPre);
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CallContextHooks(&g, ImGuiContextHookType_RenderPre);
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// Add background ImDrawList (for each active viewport)
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// Add background ImDrawList (for each active viewport)
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@ -5355,8 +5357,7 @@ void ImGui::Render()
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}
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}
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// Draw modal/window whitening backgrounds
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// Draw modal/window whitening backgrounds
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if (first_render_of_frame)
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RenderDimmedBackgrounds();
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RenderDimmedBackgrounds();
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// Add ImDrawList to render
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// Add ImDrawList to render
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ImGuiWindow* windows_to_render_top_most[2];
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ImGuiWindow* windows_to_render_top_most[2];
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@ -5374,7 +5375,7 @@ void ImGui::Render()
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AddRootWindowToDrawData(windows_to_render_top_most[n]);
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AddRootWindowToDrawData(windows_to_render_top_most[n]);
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// Draw software mouse cursor if requested by io.MouseDrawCursor flag
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// Draw software mouse cursor if requested by io.MouseDrawCursor flag
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if (g.IO.MouseDrawCursor && first_render_of_frame && g.MouseCursor != ImGuiMouseCursor_None)
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if (g.IO.MouseDrawCursor && g.MouseCursor != ImGuiMouseCursor_None)
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RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
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RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
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// Setup ImDrawData structures for end-user
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// Setup ImDrawData structures for end-user
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@ -6467,18 +6468,18 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl
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ImVec2 collapse_button_pos;
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ImVec2 collapse_button_pos;
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if (has_close_button)
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if (has_close_button)
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{
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{
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pad_r += button_sz;
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close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y);
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close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y);
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pad_r += button_sz + style.ItemInnerSpacing.x;
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}
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}
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if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right)
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if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right)
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{
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{
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pad_r += button_sz;
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collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y);
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collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y);
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pad_r += button_sz + style.ItemInnerSpacing.x;
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}
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}
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if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left)
|
if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left)
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{
|
{
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collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l - style.FramePadding.x, title_bar_rect.Min.y);
|
collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y + style.FramePadding.y);
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pad_l += button_sz;
|
pad_l += button_sz + style.ItemInnerSpacing.x;
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}
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}
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// Collapse button (submitting first so it gets priority when choosing a navigation init fallback)
|
// Collapse button (submitting first so it gets priority when choosing a navigation init fallback)
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@ -9467,8 +9468,8 @@ static const char* GetMouseSourceName(ImGuiMouseSource source)
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static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e)
|
static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e)
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{
|
{
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ImGuiContext& g = *GImGui;
|
ImGuiContext& g = *GImGui;
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if (e->Type == ImGuiInputEventType_MousePos) { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (%.1f, %.1f) (%s)\n", prefix, e->MousePos.PosX, e->MousePos.PosY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; }
|
if (e->Type == ImGuiInputEventType_MousePos) { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (%.1f, %.1f) (%s)\n", prefix, e->MousePos.PosX, e->MousePos.PosY, GetMouseSourceName(e->MousePos.MouseSource)); return; }
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if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseButton %d %s (%s)\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up", GetMouseSourceName(e->MouseWheel.MouseSource)); return; }
|
if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseButton %d %s (%s)\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up", GetMouseSourceName(e->MouseButton.MouseSource)); return; }
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if (e->Type == ImGuiInputEventType_MouseWheel) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseWheel (%.3f, %.3f) (%s)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; }
|
if (e->Type == ImGuiInputEventType_MouseWheel) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseWheel (%.3f, %.3f) (%s)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; }
|
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if (e->Type == ImGuiInputEventType_MouseViewport){IMGUI_DEBUG_LOG_IO("[io] %s: MouseViewport (0x%08X)\n", prefix, e->MouseViewport.HoveredViewportID); return; }
|
if (e->Type == ImGuiInputEventType_MouseViewport){IMGUI_DEBUG_LOG_IO("[io] %s: MouseViewport (0x%08X)\n", prefix, e->MouseViewport.HoveredViewportID); return; }
|
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if (e->Type == ImGuiInputEventType_Key) { IMGUI_DEBUG_LOG_IO("[io] %s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; }
|
if (e->Type == ImGuiInputEventType_Key) { IMGUI_DEBUG_LOG_IO("[io] %s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; }
|
||||||
@ -10206,7 +10207,7 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu
|
|||||||
// Gets back to previous line and continue with horizontal layout
|
// Gets back to previous line and continue with horizontal layout
|
||||||
// offset_from_start_x == 0 : follow right after previous item
|
// offset_from_start_x == 0 : follow right after previous item
|
||||||
// offset_from_start_x != 0 : align to specified x position (relative to window/group left)
|
// offset_from_start_x != 0 : align to specified x position (relative to window/group left)
|
||||||
// spacing_w < 0 : use default spacing if pos_x == 0, no spacing if pos_x != 0
|
// spacing_w < 0 : use default spacing if offset_from_start_x == 0, no spacing if offset_from_start_x != 0
|
||||||
// spacing_w >= 0 : enforce spacing amount
|
// spacing_w >= 0 : enforce spacing amount
|
||||||
void ImGui::SameLine(float offset_from_start_x, float spacing_w)
|
void ImGui::SameLine(float offset_from_start_x, float spacing_w)
|
||||||
{
|
{
|
||||||
@ -20474,6 +20475,38 @@ void ImGui::ShowDebugLogWindow(bool* p_open)
|
|||||||
// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL)
|
// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL)
|
||||||
//-----------------------------------------------------------------------------
|
//-----------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw a small cross at current CursorPos in current window's DrawList
|
||||||
|
void ImGui::DebugDrawCursorPos(ImU32 col)
|
||||||
|
{
|
||||||
|
ImGuiContext& g = *GImGui;
|
||||||
|
ImGuiWindow* window = g.CurrentWindow;
|
||||||
|
ImVec2 pos = window->DC.CursorPos;
|
||||||
|
window->DrawList->AddLine(ImVec2(pos.x, pos.y - 3.0f), ImVec2(pos.x, pos.y + 4.0f), col, 1.0f);
|
||||||
|
window->DrawList->AddLine(ImVec2(pos.x - 3.0f, pos.y), ImVec2(pos.x + 4.0f, pos.y), col, 1.0f);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Draw a 10px wide rectangle around CurposPos.x using Line Y1/Y2 in current window's DrawList
|
||||||
|
void ImGui::DebugDrawLineExtents(ImU32 col)
|
||||||
|
{
|
||||||
|
ImGuiContext& g = *GImGui;
|
||||||
|
ImGuiWindow* window = g.CurrentWindow;
|
||||||
|
float curr_x = window->DC.CursorPos.x;
|
||||||
|
float line_y1 = (window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y);
|
||||||
|
float line_y2 = line_y1 + (window->DC.IsSameLine ? window->DC.PrevLineSize.y : window->DC.CurrLineSize.y);
|
||||||
|
window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y1), ImVec2(curr_x + 5.0f, line_y1), col, 1.0f);
|
||||||
|
window->DrawList->AddLine(ImVec2(curr_x - 0.5f, line_y1), ImVec2(curr_x - 0.5f, line_y2), col, 1.0f);
|
||||||
|
window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y2), ImVec2(curr_x + 5.0f, line_y2), col, 1.0f);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Draw last item rect in ForegroundDrawList (so it is always visible)
|
||||||
|
void ImGui::DebugDrawItemRect(ImU32 col)
|
||||||
|
{
|
||||||
|
ImGuiContext& g = *GImGui;
|
||||||
|
ImGuiWindow* window = g.CurrentWindow;
|
||||||
|
GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col);
|
||||||
|
}
|
||||||
|
|
||||||
|
// [DEBUG] Locate item position/rectangle given an ID.
|
||||||
static const ImU32 DEBUG_LOCATE_ITEM_COLOR = IM_COL32(0, 255, 0, 255); // Green
|
static const ImU32 DEBUG_LOCATE_ITEM_COLOR = IM_COL32(0, 255, 0, 255); // Green
|
||||||
|
|
||||||
void ImGui::DebugLocateItem(ImGuiID target_id)
|
void ImGui::DebugLocateItem(ImGuiID target_id)
|
||||||
|
7
imgui.h
7
imgui.h
@ -26,7 +26,7 @@
|
|||||||
// Library Version
|
// Library Version
|
||||||
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
|
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
|
||||||
#define IMGUI_VERSION "1.89.9 WIP"
|
#define IMGUI_VERSION "1.89.9 WIP"
|
||||||
#define IMGUI_VERSION_NUM 18982
|
#define IMGUI_VERSION_NUM 18983
|
||||||
#define IMGUI_HAS_TABLE
|
#define IMGUI_HAS_TABLE
|
||||||
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
|
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
|
||||||
#define IMGUI_HAS_DOCK // Docking WIP branch
|
#define IMGUI_HAS_DOCK // Docking WIP branch
|
||||||
@ -1094,7 +1094,7 @@ enum ImGuiTreeNodeFlags_
|
|||||||
ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node
|
ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node
|
||||||
ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open.
|
ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open.
|
||||||
ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
|
ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
|
||||||
ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow
|
ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow. IMPORTANT: node can still be marked open/close if you don't set the _Leaf flag!
|
||||||
ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding().
|
ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding().
|
||||||
ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default.
|
ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default.
|
||||||
ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area).
|
ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area).
|
||||||
@ -2133,6 +2133,9 @@ struct ImGuiIO
|
|||||||
void* _UnusedPadding; // Unused field to keep data structure the same size.
|
void* _UnusedPadding; // Unused field to keep data structure the same size.
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
// Optional: Platform locale
|
||||||
|
ImWchar PlatformLocaleDecimalPoint; // '.' // [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point
|
||||||
|
|
||||||
//------------------------------------------------------------------
|
//------------------------------------------------------------------
|
||||||
// Input - Call before calling NewFrame()
|
// Input - Call before calling NewFrame()
|
||||||
//------------------------------------------------------------------
|
//------------------------------------------------------------------
|
||||||
|
@ -10,9 +10,9 @@
|
|||||||
// Read imgui.cpp for more details, documentation and comments.
|
// Read imgui.cpp for more details, documentation and comments.
|
||||||
// Get the latest version at https://github.com/ocornut/imgui
|
// Get the latest version at https://github.com/ocornut/imgui
|
||||||
|
|
||||||
// -------------------------------------------------
|
//---------------------------------------------------
|
||||||
// PLEASE DO NOT REMOVE THIS FILE FROM YOUR PROJECT!
|
// PLEASE DO NOT REMOVE THIS FILE FROM YOUR PROJECT!
|
||||||
// -------------------------------------------------
|
//---------------------------------------------------
|
||||||
// Message to the person tempted to delete this file when integrating Dear ImGui into their codebase:
|
// Message to the person tempted to delete this file when integrating Dear ImGui into their codebase:
|
||||||
// Think again! It is the most useful reference code that you and other coders will want to refer to and call.
|
// Think again! It is the most useful reference code that you and other coders will want to refer to and call.
|
||||||
// Have the ImGui::ShowDemoWindow() function wired in an always-available debug menu of your game/app!
|
// Have the ImGui::ShowDemoWindow() function wired in an always-available debug menu of your game/app!
|
||||||
@ -26,14 +26,23 @@
|
|||||||
// Thank you,
|
// Thank you,
|
||||||
// -Your beloved friend, imgui_demo.cpp (which you won't delete)
|
// -Your beloved friend, imgui_demo.cpp (which you won't delete)
|
||||||
|
|
||||||
// Message to beginner C/C++ programmers about the meaning of the 'static' keyword:
|
//--------------------------------------------
|
||||||
// In this demo code, we frequently use 'static' variables inside functions. A static variable persists across calls,
|
// ABOUT THE MEANING OF THE 'static' KEYWORD:
|
||||||
// so it is essentially like a global variable but declared inside the scope of the function. We do this as a way to
|
//--------------------------------------------
|
||||||
// gather code and data in the same place, to make the demo source code faster to read, faster to write, and smaller
|
// In this demo code, we frequently use 'static' variables inside functions.
|
||||||
// in size. It also happens to be a convenient way of storing simple UI related information as long as your function
|
// A static variable persists across calls. It is essentially a global variable but declared inside the scope of the function.
|
||||||
// doesn't need to be reentrant or used in multiple threads. This might be a pattern you will want to use in your code,
|
// Think of "static int n = 0;" as "global int n = 0;" !
|
||||||
// but most of the real data you would be editing is likely going to be stored outside your functions.
|
// We do this IN THE DEMO because we want:
|
||||||
|
// - to gather code and data in the same place.
|
||||||
|
// - to make the demo source code faster to read, faster to change, smaller in size.
|
||||||
|
// - it is also a convenient way of storing simple UI related information as long as your function
|
||||||
|
// doesn't need to be reentrant or used in multiple threads.
|
||||||
|
// This might be a pattern you will want to use in your code, but most of the data you would be working
|
||||||
|
// with in a complex codebase is likely going to be stored outside your functions.
|
||||||
|
|
||||||
|
//-----------------------------------------
|
||||||
|
// ABOUT THE CODING STYLE OF OUR DEMO CODE
|
||||||
|
//-----------------------------------------
|
||||||
// The Demo code in this file is designed to be easy to copy-and-paste into your application!
|
// The Demo code in this file is designed to be easy to copy-and-paste into your application!
|
||||||
// Because of this:
|
// Because of this:
|
||||||
// - We never omit the ImGui:: prefix when calling functions, even though most code here is in the same namespace.
|
// - We never omit the ImGui:: prefix when calling functions, even though most code here is in the same namespace.
|
||||||
@ -4840,7 +4849,7 @@ static void ShowDemoWindowTables()
|
|||||||
if (ImGui::TreeNode("Row height"))
|
if (ImGui::TreeNode("Row height"))
|
||||||
{
|
{
|
||||||
HelpMarker("You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top and bottom, so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\n\nWe cannot honor a _maximum_ row height as that would require a unique clipping rectangle per row.");
|
HelpMarker("You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top and bottom, so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\n\nWe cannot honor a _maximum_ row height as that would require a unique clipping rectangle per row.");
|
||||||
if (ImGui::BeginTable("table_row_height", 1, ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersInnerV))
|
if (ImGui::BeginTable("table_row_height", 1, ImGuiTableFlags_Borders))
|
||||||
{
|
{
|
||||||
for (int row = 0; row < 10; row++)
|
for (int row = 0; row < 10; row++)
|
||||||
{
|
{
|
||||||
@ -4851,6 +4860,28 @@ static void ShowDemoWindowTables()
|
|||||||
}
|
}
|
||||||
ImGui::EndTable();
|
ImGui::EndTable();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
HelpMarker("Showcase using SameLine(0,0) to share Current Line Height between cells.\n\nPlease note that Tables Row Height is not the same thing as Current Line Height, as a table cell may contains multiple lines.");
|
||||||
|
if (ImGui::BeginTable("table_share_lineheight", 2, ImGuiTableFlags_Borders))
|
||||||
|
{
|
||||||
|
ImGui::TableNextRow();
|
||||||
|
ImGui::TableNextColumn();
|
||||||
|
ImGui::ColorButton("##1", ImVec4(0.13f, 0.26f, 0.40f, 1.0f), ImGuiColorEditFlags_None, ImVec2(40, 40));
|
||||||
|
ImGui::TableNextColumn();
|
||||||
|
ImGui::Text("Line 1");
|
||||||
|
ImGui::Text("Line 2");
|
||||||
|
|
||||||
|
ImGui::TableNextRow();
|
||||||
|
ImGui::TableNextColumn();
|
||||||
|
ImGui::ColorButton("##2", ImVec4(0.13f, 0.26f, 0.40f, 1.0f), ImGuiColorEditFlags_None, ImVec2(40, 40));
|
||||||
|
ImGui::TableNextColumn();
|
||||||
|
ImGui::SameLine(0.0f, 0.0f); // Reuse line height from previous column
|
||||||
|
ImGui::Text("Line 1, with SameLine(0,0)");
|
||||||
|
ImGui::Text("Line 2");
|
||||||
|
|
||||||
|
ImGui::EndTable();
|
||||||
|
}
|
||||||
|
|
||||||
ImGui::TreePop();
|
ImGui::TreePop();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -2216,7 +2216,6 @@ struct ImGuiContext
|
|||||||
ImGuiPlatformImeData PlatformImeData; // Data updated by current frame
|
ImGuiPlatformImeData PlatformImeData; // Data updated by current frame
|
||||||
ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data (when changing we will call io.SetPlatformImeDataFn
|
ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data (when changing we will call io.SetPlatformImeDataFn
|
||||||
ImGuiID PlatformImeViewport;
|
ImGuiID PlatformImeViewport;
|
||||||
char PlatformLocaleDecimalPoint; // '.' or *localeconv()->decimal_point
|
|
||||||
|
|
||||||
// Extensions
|
// Extensions
|
||||||
// FIXME: We could provide an API to register one slot in an array held in ImGuiContext?
|
// FIXME: We could provide an API to register one slot in an array held in ImGuiContext?
|
||||||
@ -2422,7 +2421,6 @@ struct ImGuiContext
|
|||||||
PlatformImeData.InputPos = ImVec2(0.0f, 0.0f);
|
PlatformImeData.InputPos = ImVec2(0.0f, 0.0f);
|
||||||
PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission
|
PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission
|
||||||
PlatformImeViewport = 0;
|
PlatformImeViewport = 0;
|
||||||
PlatformLocaleDecimalPoint = '.';
|
|
||||||
|
|
||||||
DockNodeWindowMenuHandler = NULL;
|
DockNodeWindowMenuHandler = NULL;
|
||||||
|
|
||||||
@ -3550,10 +3548,12 @@ namespace ImGui
|
|||||||
IMGUI_API void ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL);
|
IMGUI_API void ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL);
|
||||||
IMGUI_API void ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL);
|
IMGUI_API void ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL);
|
||||||
IMGUI_API void ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
|
IMGUI_API void ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
|
||||||
|
IMGUI_API void DebugDrawCursorPos(ImU32 col = IM_COL32(255, 0, 0, 255));
|
||||||
|
IMGUI_API void DebugDrawLineExtents(ImU32 col = IM_COL32(255, 0, 0, 255));
|
||||||
|
IMGUI_API void DebugDrawItemRect(ImU32 col = IM_COL32(255, 0, 0, 255));
|
||||||
IMGUI_API void DebugLocateItem(ImGuiID target_id); // Call sparingly: only 1 at the same time!
|
IMGUI_API void DebugLocateItem(ImGuiID target_id); // Call sparingly: only 1 at the same time!
|
||||||
IMGUI_API void DebugLocateItemOnHover(ImGuiID target_id); // Only call on reaction to a mouse Hover: because only 1 at the same time!
|
IMGUI_API void DebugLocateItemOnHover(ImGuiID target_id); // Only call on reaction to a mouse Hover: because only 1 at the same time!
|
||||||
IMGUI_API void DebugLocateItemResolveWithLastItem();
|
IMGUI_API void DebugLocateItemResolveWithLastItem();
|
||||||
inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col); }
|
|
||||||
inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; }
|
inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; }
|
||||||
IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas);
|
IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas);
|
||||||
IMGUI_API void DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end);
|
IMGUI_API void DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end);
|
||||||
|
@ -1779,7 +1779,7 @@ void ImGui::TableBeginRow(ImGuiTable* table)
|
|||||||
table->RowTextBaseline = 0.0f;
|
table->RowTextBaseline = 0.0f;
|
||||||
table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent
|
table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent
|
||||||
window->DC.PrevLineTextBaseOffset = 0.0f;
|
window->DC.PrevLineTextBaseOffset = 0.0f;
|
||||||
window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
|
window->DC.PrevLineSize = window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); // This allows users to call SameLine() to share LineSize between columns, and to call it from first column too.
|
||||||
window->DC.IsSameLine = window->DC.IsSetPos = false;
|
window->DC.IsSameLine = window->DC.IsSetPos = false;
|
||||||
window->DC.CursorMaxPos.y = next_y1;
|
window->DC.CursorMaxPos.y = next_y1;
|
||||||
|
|
||||||
@ -2016,6 +2016,7 @@ void ImGui::TableBeginCell(ImGuiTable* table, int column_n)
|
|||||||
window->DC.CursorPos.y = table->RowPosY1 + table->CellPaddingY;
|
window->DC.CursorPos.y = table->RowPosY1 + table->CellPaddingY;
|
||||||
window->DC.CursorMaxPos.x = window->DC.CursorPos.x;
|
window->DC.CursorMaxPos.x = window->DC.CursorPos.x;
|
||||||
window->DC.ColumnsOffset.x = start_x - window->Pos.x - window->DC.Indent.x; // FIXME-WORKRECT
|
window->DC.ColumnsOffset.x = start_x - window->Pos.x - window->DC.Indent.x; // FIXME-WORKRECT
|
||||||
|
window->DC.CursorPosPrevLine = window->DC.CursorPos; // This allows users to call SameLine() to share LineSize between columns.
|
||||||
window->DC.CurrLineTextBaseOffset = table->RowTextBaseline;
|
window->DC.CurrLineTextBaseOffset = table->RowTextBaseline;
|
||||||
window->DC.NavLayerCurrent = (ImGuiNavLayer)column->NavLayerCurrent;
|
window->DC.NavLayerCurrent = (ImGuiNavLayer)column->NavLayerCurrent;
|
||||||
|
|
||||||
|
@ -120,7 +120,7 @@ static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1);
|
|||||||
//-------------------------------------------------------------------------
|
//-------------------------------------------------------------------------
|
||||||
|
|
||||||
// For InputTextEx()
|
// For InputTextEx()
|
||||||
static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source);
|
static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source);
|
||||||
static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end);
|
static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end);
|
||||||
static ImVec2 InputTextCalcTextSizeW(ImGuiContext* ctx, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false);
|
static ImVec2 InputTextCalcTextSizeW(ImGuiContext* ctx, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false);
|
||||||
|
|
||||||
@ -802,14 +802,14 @@ bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)
|
|||||||
|
|
||||||
// Tweak 1: Shrink hit-testing area if button covers an abnormally large proportion of the visible region. That's in order to facilitate moving the window away. (#3825)
|
// Tweak 1: Shrink hit-testing area if button covers an abnormally large proportion of the visible region. That's in order to facilitate moving the window away. (#3825)
|
||||||
// This may better be applied as a general hit-rect reduction mechanism for all widgets to ensure the area to move window is always accessible?
|
// This may better be applied as a general hit-rect reduction mechanism for all widgets to ensure the area to move window is always accessible?
|
||||||
const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f);
|
const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize));
|
||||||
ImRect bb_interact = bb;
|
ImRect bb_interact = bb;
|
||||||
const float area_to_visible_ratio = window->OuterRectClipped.GetArea() / bb.GetArea();
|
const float area_to_visible_ratio = window->OuterRectClipped.GetArea() / bb.GetArea();
|
||||||
if (area_to_visible_ratio < 1.5f)
|
if (area_to_visible_ratio < 1.5f)
|
||||||
bb_interact.Expand(ImFloor(bb_interact.GetSize() * -0.25f));
|
bb_interact.Expand(ImFloor(bb_interact.GetSize() * -0.25f));
|
||||||
|
|
||||||
// Tweak 2: We intentionally allow interaction when clipped so that a mechanical Alt,Right,Activate sequence can always close a window.
|
// Tweak 2: We intentionally allow interaction when clipped so that a mechanical Alt,Right,Activate sequence can always close a window.
|
||||||
// (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible).
|
// (this isn't the common behavior of buttons, but it doesn't affect the user because navigation tends to keep items visible in scrolling layer).
|
||||||
bool is_clipped = !ItemAdd(bb_interact, id);
|
bool is_clipped = !ItemAdd(bb_interact, id);
|
||||||
|
|
||||||
bool hovered, held;
|
bool hovered, held;
|
||||||
@ -839,22 +839,24 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_no
|
|||||||
ImGuiContext& g = *GImGui;
|
ImGuiContext& g = *GImGui;
|
||||||
ImGuiWindow* window = g.CurrentWindow;
|
ImGuiWindow* window = g.CurrentWindow;
|
||||||
|
|
||||||
ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f);
|
ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize));
|
||||||
ItemAdd(bb, id);
|
bool is_clipped = !ItemAdd(bb, id);
|
||||||
bool hovered, held;
|
bool hovered, held;
|
||||||
bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None);
|
bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None);
|
||||||
|
if (is_clipped)
|
||||||
|
return pressed;
|
||||||
|
|
||||||
// Render
|
// Render
|
||||||
//bool is_dock_menu = (window->DockNodeAsHost && !window->Collapsed);
|
//bool is_dock_menu = (window->DockNodeAsHost && !window->Collapsed);
|
||||||
ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
|
ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
|
||||||
ImU32 text_col = GetColorU32(ImGuiCol_Text);
|
ImU32 text_col = GetColorU32(ImGuiCol_Text);
|
||||||
if (hovered || held)
|
if (hovered || held)
|
||||||
window->DrawList->AddCircleFilled(bb.GetCenter() + ImVec2(0,-0.5f), g.FontSize * 0.5f + 1.0f, bg_col);
|
window->DrawList->AddCircleFilled(bb.GetCenter() + ImVec2(0.0f, -0.5f), g.FontSize * 0.5f + 1.0f, bg_col);
|
||||||
|
|
||||||
if (dock_node)
|
if (dock_node)
|
||||||
RenderArrowDockMenu(window->DrawList, bb.Min + g.Style.FramePadding, g.FontSize, text_col);
|
RenderArrowDockMenu(window->DrawList, bb.Min, g.FontSize, text_col);
|
||||||
else
|
else
|
||||||
RenderArrow(window->DrawList, bb.Min + g.Style.FramePadding, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f);
|
RenderArrow(window->DrawList, bb.Min, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f);
|
||||||
|
|
||||||
// Switch to moving the window after mouse is moved beyond the initial drag threshold
|
// Switch to moving the window after mouse is moved beyond the initial drag threshold
|
||||||
if (IsItemActive() && IsMouseDragging(0))
|
if (IsItemActive() && IsMouseDragging(0))
|
||||||
@ -3911,7 +3913,7 @@ void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, cons
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Return false to discard a character.
|
// Return false to discard a character.
|
||||||
static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source)
|
static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source)
|
||||||
{
|
{
|
||||||
IM_ASSERT(input_source == ImGuiInputSource_Keyboard || input_source == ImGuiInputSource_Clipboard);
|
IM_ASSERT(input_source == ImGuiInputSource_Keyboard || input_source == ImGuiInputSource_Clipboard);
|
||||||
unsigned int c = *p_char;
|
unsigned int c = *p_char;
|
||||||
@ -3950,10 +3952,13 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f
|
|||||||
// The standard mandate that programs starts in the "C" locale where the decimal point is '.'.
|
// The standard mandate that programs starts in the "C" locale where the decimal point is '.'.
|
||||||
// We don't really intend to provide widespread support for it, but out of empathy for people stuck with using odd API, we support the bare minimum aka overriding the decimal point.
|
// We don't really intend to provide widespread support for it, but out of empathy for people stuck with using odd API, we support the bare minimum aka overriding the decimal point.
|
||||||
// Change the default decimal_point with:
|
// Change the default decimal_point with:
|
||||||
// ImGui::GetCurrentContext()->PlatformLocaleDecimalPoint = *localeconv()->decimal_point;
|
// ImGui::GetIO()->PlatformLocaleDecimalPoint = *localeconv()->decimal_point;
|
||||||
// Users of non-default decimal point (in particular ',') may be affected by word-selection logic (is_word_boundary_from_right/is_word_boundary_from_left) functions.
|
// Users of non-default decimal point (in particular ',') may be affected by word-selection logic (is_word_boundary_from_right/is_word_boundary_from_left) functions.
|
||||||
ImGuiContext& g = *GImGui;
|
ImGuiContext& g = *ctx;
|
||||||
const unsigned c_decimal_point = (unsigned int)g.PlatformLocaleDecimalPoint;
|
const unsigned c_decimal_point = (unsigned int)g.IO.PlatformLocaleDecimalPoint;
|
||||||
|
if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific))
|
||||||
|
if (c == '.' || c == ',')
|
||||||
|
c = c_decimal_point;
|
||||||
|
|
||||||
// Full-width -> half-width conversion for numeric fields (https://en.wikipedia.org/wiki/Halfwidth_and_Fullwidth_Forms_(Unicode_block)
|
// Full-width -> half-width conversion for numeric fields (https://en.wikipedia.org/wiki/Halfwidth_and_Fullwidth_Forms_(Unicode_block)
|
||||||
// While this is mostly convenient, this has the side-effect for uninformed users accidentally inputting full-width characters that they may
|
// While this is mostly convenient, this has the side-effect for uninformed users accidentally inputting full-width characters that they may
|
||||||
@ -4389,7 +4394,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
|||||||
if ((flags & ImGuiInputTextFlags_AllowTabInput) && Shortcut(ImGuiKey_Tab, id) && !is_readonly)
|
if ((flags & ImGuiInputTextFlags_AllowTabInput) && Shortcut(ImGuiKey_Tab, id) && !is_readonly)
|
||||||
{
|
{
|
||||||
unsigned int c = '\t'; // Insert TAB
|
unsigned int c = '\t'; // Insert TAB
|
||||||
if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard))
|
if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard))
|
||||||
state->OnKeyPressed((int)c);
|
state->OnKeyPressed((int)c);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -4405,7 +4410,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
|||||||
unsigned int c = (unsigned int)io.InputQueueCharacters[n];
|
unsigned int c = (unsigned int)io.InputQueueCharacters[n];
|
||||||
if (c == '\t') // Skip Tab, see above.
|
if (c == '\t') // Skip Tab, see above.
|
||||||
continue;
|
continue;
|
||||||
if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard))
|
if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard))
|
||||||
state->OnKeyPressed((int)c);
|
state->OnKeyPressed((int)c);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -4488,7 +4493,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
|||||||
else if (!is_readonly)
|
else if (!is_readonly)
|
||||||
{
|
{
|
||||||
unsigned int c = '\n'; // Insert new line
|
unsigned int c = '\n'; // Insert new line
|
||||||
if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard))
|
if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard))
|
||||||
state->OnKeyPressed((int)c);
|
state->OnKeyPressed((int)c);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -4555,7 +4560,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
|||||||
{
|
{
|
||||||
unsigned int c;
|
unsigned int c;
|
||||||
s += ImTextCharFromUtf8(&c, s, NULL);
|
s += ImTextCharFromUtf8(&c, s, NULL);
|
||||||
if (!InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Clipboard))
|
if (!InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Clipboard))
|
||||||
continue;
|
continue;
|
||||||
clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c;
|
clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c;
|
||||||
}
|
}
|
||||||
@ -6423,8 +6428,8 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFl
|
|||||||
ImGuiContext& g = *GImGui;
|
ImGuiContext& g = *GImGui;
|
||||||
ImGuiLastItemData last_item_backup = g.LastItemData;
|
ImGuiLastItemData last_item_backup = g.LastItemData;
|
||||||
float button_size = g.FontSize;
|
float button_size = g.FontSize;
|
||||||
float button_x = ImMax(g.LastItemData.Rect.Min.x, g.LastItemData.Rect.Max.x - g.Style.FramePadding.x * 2.0f - button_size);
|
float button_x = ImMax(g.LastItemData.Rect.Min.x, g.LastItemData.Rect.Max.x - g.Style.FramePadding.x - button_size);
|
||||||
float button_y = g.LastItemData.Rect.Min.y;
|
float button_y = g.LastItemData.Rect.Min.y + g.Style.FramePadding.y;
|
||||||
ImGuiID close_button_id = GetIDWithSeed("#CLOSE", NULL, id);
|
ImGuiID close_button_id = GetIDWithSeed("#CLOSE", NULL, id);
|
||||||
if (CloseButton(close_button_id, ImVec2(button_x, button_y)))
|
if (CloseButton(close_button_id, ImVec2(button_x, button_y)))
|
||||||
*p_visible = false;
|
*p_visible = false;
|
||||||
@ -8721,7 +8726,7 @@ void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb,
|
|||||||
}
|
}
|
||||||
|
|
||||||
const float button_sz = g.FontSize;
|
const float button_sz = g.FontSize;
|
||||||
const ImVec2 button_pos(ImMax(bb.Min.x, bb.Max.x - frame_padding.x * 2.0f - button_sz), bb.Min.y);
|
const ImVec2 button_pos(ImMax(bb.Min.x, bb.Max.x - frame_padding.x - button_sz), bb.Min.y + frame_padding.y);
|
||||||
|
|
||||||
// Close Button & Unsaved Marker
|
// Close Button & Unsaved Marker
|
||||||
// We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap()
|
// We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap()
|
||||||
@ -8739,10 +8744,8 @@ void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb,
|
|||||||
if (close_button_visible)
|
if (close_button_visible)
|
||||||
{
|
{
|
||||||
ImGuiLastItemData last_item_backup = g.LastItemData;
|
ImGuiLastItemData last_item_backup = g.LastItemData;
|
||||||
PushStyleVar(ImGuiStyleVar_FramePadding, frame_padding);
|
|
||||||
if (CloseButton(close_button_id, button_pos))
|
if (CloseButton(close_button_id, button_pos))
|
||||||
close_button_pressed = true;
|
close_button_pressed = true;
|
||||||
PopStyleVar();
|
|
||||||
g.LastItemData = last_item_backup;
|
g.LastItemData = last_item_backup;
|
||||||
|
|
||||||
// Close with middle mouse button
|
// Close with middle mouse button
|
||||||
|
Loading…
Reference in New Issue
Block a user