Removed IMGUI_ONCE_UPON_A_FRAME in favor of ImGuiOnceUponAFrame which is supported by all compilers
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7f6453ca70
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46
imgui.cpp
46
imgui.cpp
@ -142,7 +142,7 @@
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e.g. "##Foobar" display an empty label and uses "##Foobar" as ID
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- read articles about the imgui principles (see web links) to understand the requirement and use of ID.
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- tip: the construct 'if (IMGUI_ONCE_UPON_A_FRAME)' will evaluate to true only once a frame, you can use it to add custom UI in the middle of a deep nested inner loop in your code.
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- tip: the construct 'static ImGuiOnceUponAFrame once; if (once)' will evaluate to 'true' only once a frame, you can use it to quickly add custom UI in the middle of a deep nested inner loop in your code.
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- tip: you can call Render() multiple times (e.g for VR renders), up to you to communicate the extra state to your RenderDrawListFn function.
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- tip: you can create widgets without a Begin()/End() block, they will go in an implicit window called "Debug"
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- tip: read the ShowTestWindow() code for more example of how to use ImGui!
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@ -3675,7 +3675,7 @@ bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, c
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ItemSize(bb);
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RenderFrame(frame_bb.Min, frame_bb.Max, window->Color(ImGuiCol_FrameBg));
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// Process clicking on the slider
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// Process clicking on the slider
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if (g.ActiveId == id)
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{
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if (g.IO.MouseDown[0])
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@ -4428,17 +4428,17 @@ bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputT
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edit_state.SelectedAllMouseLock = false;
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const int k_mask = (is_shift_down ? STB_TEXTEDIT_K_SHIFT : 0);
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if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { edit_state.OnKeyPressed(is_ctrl_down ? STB_TEXTEDIT_K_WORDLEFT | k_mask : STB_TEXTEDIT_K_LEFT | k_mask); }
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else if (IsKeyPressedMap(ImGuiKey_RightArrow)) { edit_state.OnKeyPressed(is_ctrl_down ? STB_TEXTEDIT_K_WORDRIGHT | k_mask : STB_TEXTEDIT_K_RIGHT | k_mask); }
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else if (IsKeyPressedMap(ImGuiKey_Home)) { edit_state.OnKeyPressed(is_ctrl_down ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); }
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else if (IsKeyPressedMap(ImGuiKey_End)) { edit_state.OnKeyPressed(is_ctrl_down ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); }
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else if (IsKeyPressedMap(ImGuiKey_Delete)) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); }
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else if (IsKeyPressedMap(ImGuiKey_Backspace)) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); }
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if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { edit_state.OnKeyPressed(is_ctrl_down ? STB_TEXTEDIT_K_WORDLEFT | k_mask : STB_TEXTEDIT_K_LEFT | k_mask); }
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else if (IsKeyPressedMap(ImGuiKey_RightArrow)) { edit_state.OnKeyPressed(is_ctrl_down ? STB_TEXTEDIT_K_WORDRIGHT | k_mask : STB_TEXTEDIT_K_RIGHT | k_mask); }
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else if (IsKeyPressedMap(ImGuiKey_Home)) { edit_state.OnKeyPressed(is_ctrl_down ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); }
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else if (IsKeyPressedMap(ImGuiKey_End)) { edit_state.OnKeyPressed(is_ctrl_down ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); }
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else if (IsKeyPressedMap(ImGuiKey_Delete)) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); }
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else if (IsKeyPressedMap(ImGuiKey_Backspace)) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); }
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else if (IsKeyPressedMap(ImGuiKey_Enter)) { g.ActiveId = 0; enter_pressed = true; }
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else if (IsKeyPressedMap(ImGuiKey_Escape)) { g.ActiveId = 0; cancel_edit = true; }
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else if (is_ctrl_down && IsKeyPressedMap(ImGuiKey_Z)) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_UNDO); }
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else if (is_ctrl_down && IsKeyPressedMap(ImGuiKey_Y)) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_REDO); }
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else if (is_ctrl_down && IsKeyPressedMap(ImGuiKey_A)) { edit_state.SelectAll(); }
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else if (is_ctrl_down && IsKeyPressedMap(ImGuiKey_Z)) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_UNDO); }
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else if (is_ctrl_down && IsKeyPressedMap(ImGuiKey_Y)) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_REDO); }
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else if (is_ctrl_down && IsKeyPressedMap(ImGuiKey_A)) { edit_state.SelectAll(); }
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else if (is_ctrl_down && (IsKeyPressedMap(ImGuiKey_X) || IsKeyPressedMap(ImGuiKey_C)))
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{
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// Cut, Copy
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@ -4550,15 +4550,15 @@ bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputT
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callback_data.BufSize = edit_state.BufSize;
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callback_data.BufDirty = false;
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callback_data.Flags = flags;
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callback_data.UserData = user_data;
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callback_data.UserData = user_data;
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// We have to convert from position from wchar to UTF-8 positions
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const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromWchar(edit_state.Text, edit_state.Text + edit_state.StbState.cursor);
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const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromWchar(edit_state.Text, edit_state.Text + edit_state.StbState.select_start);
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const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromWchar(edit_state.Text, edit_state.Text + edit_state.StbState.select_end);
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// Call user code
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callback(&callback_data);
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// Call user code
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callback(&callback_data);
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// Read back what user may have modified
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IM_ASSERT(callback_data.Buf == text_tmp_utf8); // Invalid to modify those fields
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@ -6674,6 +6674,10 @@ void ImGui::ShowTestWindow(bool* open)
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ImGui::EndTooltip();
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}
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//static ImGuiOnceUponAFrame oaf;
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//if (oaf) ImGui::Text("This will be displayed.");
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//if (oaf) ImGui::Text("This won't be displayed!");
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ImGui::Separator();
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ImGui::Text("^ Horizontal separator");
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@ -7083,7 +7087,7 @@ struct ExampleAppConsole
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void TextEditCallback(ImGuiTextEditCallbackData* data)
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{
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//AddLog("cursor: %d, selection: %d-%d", data->CursorPos, data->SelectionStart, data->SelectionEnd);
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//AddLog("cursor: %d, selection: %d-%d", data->CursorPos, data->SelectionStart, data->SelectionEnd);
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switch (data->EventKey)
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{
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case ImGuiKey_Tab:
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@ -7140,11 +7144,11 @@ struct ExampleAppConsole
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match_len++;
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}
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if (match_len > 0)
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{
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data->DeleteChars(word_start - data->Buf, word_end-word_start);
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data->InsertChars(data->CursorPos, candidates[0], candidates[0] + match_len);
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}
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if (match_len > 0)
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{
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data->DeleteChars(word_start - data->Buf, word_end-word_start);
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data->InsertChars(data->CursorPos, candidates[0], candidates[0] + match_len);
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}
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// List matches
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AddLog("Possible matches:\n");
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@ -7173,7 +7177,7 @@ static void ShowExampleAppConsole(bool* open)
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}
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ImGui::TextWrapped("This example implement a simple console. A more elaborate implementation may want to store individual entries along with extra data such as timestamp, emitter, etc.");
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ImGui::TextWrapped("Press TAB to use text completion.");
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ImGui::TextWrapped("Press TAB to use text completion.");
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// TODO: display from bottom
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// TODO: clip manually
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48
imgui.h
48
imgui.h
@ -123,7 +123,7 @@ public:
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#endif // #ifndef ImVector
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// Helpers at bottom of the file:
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// - if (IMGUI_ONCE_UPON_A_FRAME) // Execute a block of code once per frame only
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// - struct ImGuiOnceUponAFrame // Execute a block of code once per frame only (convenient for creating UI within deep-nested code that runs multiple times)
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// - struct ImGuiTextFilter // Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
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// - struct ImGuiTextBuffer // Text buffer for logging/accumulating text
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// - struct ImGuiStorage // Custom key value storage (if you need to alter open/close states manually)
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@ -239,7 +239,7 @@ namespace ImGui
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IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
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IMGUI_API bool RadioButton(const char* label, bool active);
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IMGUI_API bool RadioButton(const char* label, int* v, int v_button);
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IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, void (*callback)(ImGuiTextEditCallbackData*) = NULL, void* user_data = NULL);
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IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, void (*callback)(ImGuiTextEditCallbackData*) = NULL, void* user_data = NULL);
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IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);
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IMGUI_API bool InputFloat2(const char* label, float v[2], int decimal_precision = -1);
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IMGUI_API bool InputFloat3(const char* label, float v[3], int decimal_precision = -1);
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@ -326,8 +326,8 @@ enum ImGuiInputTextFlags_
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ImGuiInputTextFlags_AutoSelectAll = 1 << 2, // Select entire text when first taking focus
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ImGuiInputTextFlags_EnterReturnsTrue = 1 << 3, // Return 'true' when Enter is pressed (as opposed to when the value was modified)
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ImGuiInputTextFlags_CallbackCompletion = 1 << 4, // Call user function on pressing TAB (for completion handling)
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ImGuiInputTextFlags_CallbackHistory = 1 << 5, // Call user function on pressing Up/Down arrows (for history handling)
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ImGuiInputTextFlags_CallbackAlways = 1 << 6 // Call user function every frame
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ImGuiInputTextFlags_CallbackHistory = 1 << 5, // Call user function on pressing Up/Down arrows (for history handling)
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ImGuiInputTextFlags_CallbackAlways = 1 << 6 // Call user function every frame
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//ImGuiInputTextFlags_AlignCenter = 1 << 6,
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};
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@ -529,15 +529,15 @@ struct ImGuiIO
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//-----------------------------------------------------------------------------
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// Helper: execute a block of code once a frame only
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// Usage: if (IMGUI_ONCE_UPON_A_FRAME) {/*do something once a frame*/)
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#define IMGUI_ONCE_UPON_A_FRAME static ImGuiOncePerFrame im = ImGuiOncePerFrame()
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struct ImGuiOncePerFrame
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// Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.
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// Usage:
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// static ImGuiOnceUponAFrame once;
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// if (once) { ... }
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struct ImGuiOnceUponAFrame
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{
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ImGuiOncePerFrame() : LastFrame(-1) {}
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operator bool() const { return TryIsNewFrame(); }
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private:
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mutable int LastFrame;
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bool TryIsNewFrame() const { const int current_frame = ImGui::GetFrameCount(); if (LastFrame == current_frame) return false; LastFrame = current_frame; return true; }
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ImGuiOnceUponAFrame() { RefFrame = -1; }
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mutable int RefFrame;
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operator bool() const { const int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
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};
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// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
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@ -608,19 +608,19 @@ struct ImGuiStorage
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// Shared state of InputText(), passed to callback when a ImGuiInputTextFlags_Callback* flag is used.
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struct ImGuiTextEditCallbackData
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{
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ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only
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char* Buf; // Current text // Read-write (pointed data only)
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size_t BufSize; // // Read-only
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bool BufDirty; // Set if you modify Buf directly // Write
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ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
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int CursorPos; // // Read-write
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int SelectionStart; // // Read-write (== to SelectionEnd when no selection)
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int SelectionEnd; // // Read-write
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void* UserData; // What user passed to InputText()
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ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only
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char* Buf; // Current text // Read-write (pointed data only)
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size_t BufSize; // // Read-only
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bool BufDirty; // Set if you modify Buf directly // Write
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ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
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int CursorPos; // // Read-write
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int SelectionStart; // // Read-write (== to SelectionEnd when no selection)
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int SelectionEnd; // // Read-write
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void* UserData; // What user passed to InputText()
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// NB: calling those function loses selection.
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void DeleteChars(size_t pos, size_t bytes_count);
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void InsertChars(size_t pos, const char* text, const char* text_end = NULL);
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// NB: calling those function loses selection.
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void DeleteChars(size_t pos, size_t bytes_count);
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void InsertChars(size_t pos, const char* text, const char* text_end = NULL);
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};
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//-----------------------------------------------------------------------------
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