Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_opengl3.cpp # backends/imgui_impl_win32.cpp
This commit is contained in:
commit
d91211f9f2
3
.gitignore
vendored
3
.gitignore
vendored
@ -45,9 +45,12 @@ examples/example_emscripten_wgpu/web/*
|
||||
cmake-build-*
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||||
|
||||
## Unix executables from our example Makefiles
|
||||
examples/example_glfw_metal/example_glfw_metal
|
||||
examples/example_glfw_opengl2/example_glfw_opengl2
|
||||
examples/example_glfw_opengl3/example_glfw_opengl3
|
||||
examples/example_glut_opengl2/example_glut_opengl2
|
||||
examples/example_null/example_null
|
||||
examples/example_sdl_metal/example_sdl_metal
|
||||
examples/example_sdl_opengl2/example_sdl_opengl2
|
||||
examples/example_sdl_opengl3/example_sdl_opengl3
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||||
examples/example_sdl_sdlrenderer/example_sdl_sdlrenderer
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||||
|
@ -31,6 +31,7 @@
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||||
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||||
#include "imgui.h"
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#include "imgui_impl_glut.h"
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#define GL_SILENCE_DEPRECATION
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||||
#ifdef __APPLE__
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#include <GLUT/glut.h>
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#else
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|
@ -36,6 +36,7 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode).
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// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
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// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
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// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
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@ -691,9 +692,18 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
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io.AddFocusEvent(msg == WM_SETFOCUS);
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return 0;
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case WM_CHAR:
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// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
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if (wParam > 0 && wParam < 0x10000)
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io.AddInputCharacterUTF16((unsigned short)wParam);
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if (::IsWindowUnicode(hwnd))
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{
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// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
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if (wParam > 0 && wParam < 0x10000)
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io.AddInputCharacterUTF16((unsigned short)wParam);
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}
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else
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{
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wchar_t wch = 0;
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::MultiByteToWideChar(CP_ACP, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1);
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io.AddInputCharacter(wch);
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}
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return 0;
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case WM_SETCURSOR:
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// This is required to restore cursor when transitioning from e.g resize borders to client area.
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|
@ -161,6 +161,8 @@ Breaking changes:
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Without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it.
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(This incorrect pattern has been mentioned or suggested in: #4510, #3355, #1760, #1490, #4152, #150,
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threads have been amended to refer to this issue).
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- Removed support for 1.42-era IMGUI_DISABLE_INCLUDE_IMCONFIG_H / IMGUI_INCLUDE_IMCONFIG_H. (#255)
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They only made sense before we could use IMGUI_USER_CONFIG.
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Other Changes:
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@ -177,6 +179,7 @@ Other Changes:
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- InputText: added support for shift+click style selection. (#5619) [@procedural]
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- InputText: clarified that callbacks cannot modify buffer when using the ReadOnly flag.
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- InputText: fixed minor one-frame selection glitch when reverting with Escape.
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- ColorEdit3: fixed id collision leading to an assertion. (#5707)
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- IsItemHovered: Added ImGuiHoveredFlags_DelayNormal and ImGuiHoveredFlags_DelayShort flags,
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allowing to introduce a shared delay for tooltip idioms. The delays are respectively
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io.HoverDelayNormal (default to 0.30f) and io.HoverDelayFast (default to 0.10f). (#1485)
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@ -194,14 +197,24 @@ Other Changes:
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- IO: Added ImGuiMod_Shortcut which is ImGuiMod_Super on Mac and ImGuiMod_Ctrl otherwise. (#456)
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- IO: Added ImGuiKey_MouseXXX aliases for mouse buttons/wheel so all operations done on ImGuiKey
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can apply to mouse data as well. (#4921)
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- IO: Filter duplicate input events during the AddXXX() calls. (#5599, #4921)
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- Menus: Fixed incorrect sub-menu parent association when opening a menu by closing another.
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||||
Among other things, it would accidentally break part of the closing heuristic logic when moving
|
||||
towards a sub-menu. (#2517, #5614). [@rokups]
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- Menus: Fixed gaps in closing logic which would make child-menu erroneously close when crossing
|
||||
the gap between a menu item inside a window and a child-menu in a secondary viewport. (#5614)
|
||||
- Menus, Nav: Fixed keyboard/gamepad navigation occasionally erroneously landing on menu-item
|
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in parent window when the parent is not a popup. (#5730)
|
||||
- Menus, Nav: Fixed not being able to close a menu with Left arrow when parent is not a popup. (#5730)
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- Menus, Nav: Fixed using left/right navigation when appending to an existing menu (multiple
|
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BeginMenu() call with same names). (#1207)
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- Nav: Fixed moving/resizing window with gamepad or keyboard when running at very high framerate.
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- Nav: Pressing Space/GamepadFaceDown on a repeating button uses the same repeating rate as a mouse hold.
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- Nav: Fixed an issue opening a menu with Right key from a non-menu window.
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- Text: Fixed wrapped-text not doing a fast-forward on lines above the clipping region,
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which would result in an abnormal number of vertices created (was slower and more likely to
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asserts with 16-bits ImDrawVtx). (#5720)
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- Fonts: Added GetGlyphRangesGreek() helper for Greek & Coptic glyph range. (#5676, #5727) [@azonenberg]
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- Platform IME: [Windows] Removed call to ImmAssociateContextEx() leading to freeze on some setups.
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(#2589, #5535, #5264, #4972)
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- Misc: ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers. (#4921)
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@ -213,10 +226,14 @@ Other Changes:
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- Docs: Fixed various typos in comments and documentations. (#5649, #5675, #5679) [@tocic, @lessigsx]
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- Demo: Improved "Constrained-resizing window" example, more clearly showcase aspect-ratio. (#5627)
|
||||
- Demo: Added more explicit "Center window" mode to "Overlay example". (#5618)
|
||||
- Demo: Fixed Log & Console from losing scrolling position with Auto-Scroll when child is clipped. (#5721)
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- Examples: Added all SDL examples to default VS solution.
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- Examples: Win32: Always use RegisterClassW() to ensure windows are Unicode. (#5725)
|
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- Backends: GLFW: Honor GLFW_CURSOR_DISABLED by not setting mouse position. (#5625) [@scorpion-26]
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- Backends: SDL: Disable SDL 2.0.22 new "auto capture" which prevents drag and drop across windows
|
||||
(e.g. for multi-viewport support) and don't capture mouse when drag and dropping. (#5710)
|
||||
- Backends: Win32: Convert WM_CHAR values with MultiByteToWideChar() when window class was
|
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registered as MBCS (not Unicode). (#5725, #1807, #471, #2815, #1060) [@or75, @ocornut]
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||||
- Backends: Metal: Use __bridge for ARC based systems. (#5403) [@stack]
|
||||
- Backends: Metal: Add dispatch synchronization. (#5447) [@luigifcruz]
|
||||
- Backends: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'. (#5603) [@dcvz]
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|
@ -7,6 +7,7 @@
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||||
#include "imgui_impl_glfw.h"
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#include "imgui_impl_opengl3.h"
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#include <stdio.h>
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#define GL_SILENCE_DEPRECATION
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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#include <GLES2/gl2.h>
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#endif
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|
@ -17,6 +17,7 @@
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||||
#include "imgui.h"
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#include "imgui_impl_glut.h"
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#include "imgui_impl_opengl2.h"
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#define GL_SILENCE_DEPRECATION
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#ifdef __APPLE__
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||||
#include <GLUT/glut.h>
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#else
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||||
|
@ -38,7 +38,7 @@ int main(int, char**)
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||||
if (renderer == NULL)
|
||||
{
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||||
SDL_Log("Error creating SDL_Renderer!");
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||||
return false;
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||||
return 0;
|
||||
}
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||||
//SDL_RendererInfo info;
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||||
//SDL_GetRendererInfo(renderer, &info);
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||||
|
@ -26,15 +26,15 @@ int main(int, char**)
|
||||
{
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||||
// Create application window
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||||
//ImGui_ImplWin32_EnableDpiAwareness();
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||||
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
|
||||
::RegisterClassEx(&wc);
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||||
HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
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WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"ImGui Example", NULL };
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||||
::RegisterClassExW(&wc);
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HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX10 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
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|
||||
// Initialize Direct3D
|
||||
if (!CreateDeviceD3D(hwnd))
|
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{
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CleanupDeviceD3D();
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::UnregisterClass(wc.lpszClassName, wc.hInstance);
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::UnregisterClassW(wc.lpszClassName, wc.hInstance);
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return 1;
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}
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@ -173,7 +173,7 @@ int main(int, char**)
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CleanupDeviceD3D();
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::DestroyWindow(hwnd);
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::UnregisterClass(wc.lpszClassName, wc.hInstance);
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::UnregisterClassW(wc.lpszClassName, wc.hInstance);
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||||
|
||||
return 0;
|
||||
}
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|
@ -26,15 +26,15 @@ int main(int, char**)
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{
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// Create application window
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//ImGui_ImplWin32_EnableDpiAwareness();
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WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
|
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::RegisterClassEx(&wc);
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HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX11 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
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WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"ImGui Example", NULL };
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::RegisterClassExW(&wc);
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HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
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// Initialize Direct3D
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if (!CreateDeviceD3D(hwnd))
|
||||
{
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CleanupDeviceD3D();
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||||
::UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||
::UnregisterClassW(wc.lpszClassName, wc.hInstance);
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return 1;
|
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}
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@ -179,7 +179,7 @@ int main(int, char**)
|
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|
||||
CleanupDeviceD3D();
|
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::DestroyWindow(hwnd);
|
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::UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||
::UnregisterClassW(wc.lpszClassName, wc.hInstance);
|
||||
|
||||
return 0;
|
||||
}
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||||
|
@ -61,15 +61,15 @@ int main(int, char**)
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||||
{
|
||||
// Create application window
|
||||
//ImGui_ImplWin32_EnableDpiAwareness();
|
||||
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
|
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::RegisterClassEx(&wc);
|
||||
HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
||||
WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"ImGui Example", NULL };
|
||||
::RegisterClassExW(&wc);
|
||||
HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX12 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
||||
|
||||
// Initialize Direct3D
|
||||
if (!CreateDeviceD3D(hwnd))
|
||||
{
|
||||
CleanupDeviceD3D();
|
||||
::UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||
::UnregisterClassW(wc.lpszClassName, wc.hInstance);
|
||||
return 1;
|
||||
}
|
||||
|
||||
@ -242,7 +242,7 @@ int main(int, char**)
|
||||
|
||||
CleanupDeviceD3D();
|
||||
::DestroyWindow(hwnd);
|
||||
::UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||
::UnregisterClassW(wc.lpszClassName, wc.hInstance);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
@ -24,15 +24,15 @@ int main(int, char**)
|
||||
{
|
||||
// Create application window
|
||||
//ImGui_ImplWin32_EnableDpiAwareness();
|
||||
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
|
||||
::RegisterClassEx(&wc);
|
||||
HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
||||
WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"ImGui Example", NULL };
|
||||
::RegisterClassExW(&wc);
|
||||
HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
||||
|
||||
// Initialize Direct3D
|
||||
if (!CreateDeviceD3D(hwnd))
|
||||
{
|
||||
CleanupDeviceD3D();
|
||||
::UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||
::UnregisterClassW(wc.lpszClassName, wc.hInstance);
|
||||
return 1;
|
||||
}
|
||||
|
||||
@ -181,7 +181,7 @@ int main(int, char**)
|
||||
|
||||
CleanupDeviceD3D();
|
||||
::DestroyWindow(hwnd);
|
||||
::UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||
::UnregisterClassW(wc.lpszClassName, wc.hInstance);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
184
imgui.cpp
184
imgui.cpp
@ -1318,11 +1318,13 @@ void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
|
||||
}
|
||||
}
|
||||
|
||||
// FIXME: Perhaps we could clear queued events as well?
|
||||
void ImGuiIO::ClearInputCharacters()
|
||||
{
|
||||
InputQueueCharacters.resize(0);
|
||||
}
|
||||
|
||||
// FIXME: Perhaps we could clear queued events as well?
|
||||
void ImGuiIO::ClearInputKeys()
|
||||
{
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
|
||||
@ -1338,6 +1340,23 @@ void ImGuiIO::ClearInputKeys()
|
||||
KeyMods = ImGuiMod_None;
|
||||
}
|
||||
|
||||
static ImGuiInputEvent* FindLatestInputEvent(ImGuiInputEventType type, int arg = -1)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--)
|
||||
{
|
||||
ImGuiInputEvent* e = &g.InputEventsQueue[n];
|
||||
if (e->Type != type)
|
||||
continue;
|
||||
if (type == ImGuiInputEventType_Key && e->Key.Key != arg)
|
||||
continue;
|
||||
if (type == ImGuiInputEventType_MouseButton && e->MouseButton.Button != arg)
|
||||
continue;
|
||||
return e;
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
// Queue a new key down/up event.
|
||||
// - ImGuiKey key: Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
|
||||
// - bool down: Is the key down? use false to signify a key release.
|
||||
@ -1363,17 +1382,13 @@ void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)
|
||||
if (ImGui::IsGamepadKey(key))
|
||||
BackendUsingLegacyNavInputArray = false;
|
||||
|
||||
// Partial filter of duplicates (not strictly needed, but makes data neater in particular for key mods and gamepad values which are most commonly spmamed)
|
||||
ImGuiKeyData* key_data = ImGui::GetKeyData(key);
|
||||
if (key_data->Down == down && key_data->AnalogValue == analog_value)
|
||||
{
|
||||
bool found = false;
|
||||
for (int n = g.InputEventsQueue.Size - 1; n >= 0 && !found; n--)
|
||||
if (g.InputEventsQueue[n].Type == ImGuiInputEventType_Key && g.InputEventsQueue[n].Key.Key == key)
|
||||
found = true;
|
||||
if (!found)
|
||||
return;
|
||||
}
|
||||
// Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed)
|
||||
const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_Key, (int)key);
|
||||
const ImGuiKeyData* key_data = ImGui::GetKeyData(key);
|
||||
const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down;
|
||||
const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue;
|
||||
if (latest_key_down == down && latest_key_analog == analog_value)
|
||||
return;
|
||||
|
||||
// Add event
|
||||
ImGuiInputEvent e;
|
||||
@ -1431,11 +1446,20 @@ void ImGuiIO::AddMousePosEvent(float x, float y)
|
||||
if (!AppAcceptingEvents)
|
||||
return;
|
||||
|
||||
// Apply same flooring as UpdateMouseInputs()
|
||||
ImVec2 pos((x > -FLT_MAX) ? ImFloorSigned(x) : x, (y > -FLT_MAX) ? ImFloorSigned(y) : y);
|
||||
|
||||
// Filter duplicate
|
||||
const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_MousePos);
|
||||
const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos;
|
||||
if (latest_pos.x == pos.x && latest_pos.y == pos.y)
|
||||
return;
|
||||
|
||||
ImGuiInputEvent e;
|
||||
e.Type = ImGuiInputEventType_MousePos;
|
||||
e.Source = ImGuiInputSource_Mouse;
|
||||
e.MousePos.PosX = x;
|
||||
e.MousePos.PosY = y;
|
||||
e.MousePos.PosX = pos.x;
|
||||
e.MousePos.PosY = pos.y;
|
||||
g.InputEventsQueue.push_back(e);
|
||||
}
|
||||
|
||||
@ -1447,6 +1471,12 @@ void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)
|
||||
if (!AppAcceptingEvents)
|
||||
return;
|
||||
|
||||
// Filter duplicate
|
||||
const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_MouseButton, (int)mouse_button);
|
||||
const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button];
|
||||
if (latest_button_down == down)
|
||||
return;
|
||||
|
||||
ImGuiInputEvent e;
|
||||
e.Type = ImGuiInputEventType_MouseButton;
|
||||
e.Source = ImGuiInputSource_Mouse;
|
||||
@ -1460,7 +1490,9 @@ void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
IM_ASSERT(&g.IO == this && "Can only add events to current context.");
|
||||
if ((wheel_x == 0.0f && wheel_y == 0.0f) || !AppAcceptingEvents)
|
||||
|
||||
// Filter duplicate (unlike most events, wheel values are relative and easy to filter)
|
||||
if (!AppAcceptingEvents || (wheel_x == 0.0f && wheel_y == 0.0f))
|
||||
return;
|
||||
|
||||
ImGuiInputEvent e;
|
||||
@ -1489,6 +1521,12 @@ void ImGuiIO::AddFocusEvent(bool focused)
|
||||
ImGuiContext& g = *GImGui;
|
||||
IM_ASSERT(&g.IO == this && "Can only add events to current context.");
|
||||
|
||||
// Filter duplicate
|
||||
const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_Focus);
|
||||
const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost;
|
||||
if (latest_focused == focused)
|
||||
return;
|
||||
|
||||
ImGuiInputEvent e;
|
||||
e.Type = ImGuiInputEventType_Focus;
|
||||
e.AppFocused.Focused = focused;
|
||||
@ -3654,6 +3692,7 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
|
||||
return false;
|
||||
IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy)) == 0); // Flags not supported by this function
|
||||
|
||||
// Done with rectangle culling so we can perform heavier checks now
|
||||
// Test if we are hovering the right window (our window could be behind another window)
|
||||
// [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851)
|
||||
// [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable
|
||||
@ -3720,7 +3759,10 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id)
|
||||
return false;
|
||||
if (!IsMouseHoveringRect(bb.Min, bb.Max))
|
||||
return false;
|
||||
if (!IsWindowContentHoverable(window, ImGuiHoveredFlags_None))
|
||||
|
||||
// Done with rectangle culling so we can perform heavier checks now.
|
||||
ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.InFlags : g.CurrentItemFlags);
|
||||
if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None))
|
||||
{
|
||||
g.HoveredIdDisabled = true;
|
||||
return false;
|
||||
@ -3732,7 +3774,6 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id)
|
||||
SetHoveredID(id);
|
||||
|
||||
// When disabled we'll return false but still set HoveredId
|
||||
ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.InFlags : g.CurrentItemFlags);
|
||||
if (item_flags & ImGuiItemFlags_Disabled)
|
||||
{
|
||||
// Release active id if turning disabled
|
||||
@ -4389,6 +4430,7 @@ static void StartLockWheelingWindow(ImGuiWindow* window)
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (g.WheelingWindow == window)
|
||||
return;
|
||||
IMGUI_DEBUG_LOG_IO("StartLockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL");
|
||||
g.WheelingWindow = window;
|
||||
g.WheelingWindowRefMousePos = g.IO.MousePos;
|
||||
g.WheelingWindowTimer = WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER;
|
||||
@ -4406,6 +4448,7 @@ void ImGui::UpdateMouseWheel()
|
||||
g.WheelingWindowTimer = 0.0f;
|
||||
if (g.WheelingWindowTimer <= 0.0f)
|
||||
{
|
||||
IMGUI_DEBUG_LOG_IO("UpdateMouseWheel() release WheelingWindow lock \"%s\"\n", g.WheelingWindow->Name);
|
||||
g.WheelingWindow = NULL;
|
||||
g.WheelingWindowTimer = 0.0f;
|
||||
}
|
||||
@ -4772,9 +4815,10 @@ void ImGui::NewFrame()
|
||||
{
|
||||
ImGuiWindow* window = g.Windows[i];
|
||||
window->WasActive = window->Active;
|
||||
window->BeginCount = 0;
|
||||
window->Active = false;
|
||||
window->WriteAccessed = false;
|
||||
window->BeginCountPreviousFrame = window->BeginCount;
|
||||
window->BeginCount = 0;
|
||||
|
||||
// Garbage collect transient buffers of recently unused windows
|
||||
if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time)
|
||||
@ -8410,6 +8454,8 @@ const char* ImGui::GetKeyName(ImGuiKey key)
|
||||
#endif
|
||||
if (key == ImGuiKey_None)
|
||||
return "None";
|
||||
if (key & ImGuiMod_Mask_)
|
||||
key = ConvertSingleModFlagToKey(key);
|
||||
if (!IsNamedKey(key))
|
||||
return "Unknown";
|
||||
|
||||
@ -8679,7 +8725,7 @@ static const char* GetInputSourceName(ImGuiInputSource source)
|
||||
static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (e->Type == ImGuiInputEventType_MousePos) { IMGUI_DEBUG_LOG_IO("%s: MousePos (%.1f, %.1f)\n", prefix, e->MousePos.PosX, e->MousePos.PosY); return; }
|
||||
if (e->Type == ImGuiInputEventType_MousePos) { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("%s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("%s: MousePos (%.1f, %.1f)\n", prefix, e->MousePos.PosX, e->MousePos.PosY); return; }
|
||||
if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("%s: MouseButton %d %s\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up"); return; }
|
||||
if (e->Type == ImGuiInputEventType_MouseWheel) { IMGUI_DEBUG_LOG_IO("%s: MouseWheel (%.1f, %.1f)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY); return; }
|
||||
if (e->Type == ImGuiInputEventType_Key) { IMGUI_DEBUG_LOG_IO("%s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; }
|
||||
@ -8712,45 +8758,31 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
|
||||
ImGuiInputEvent* e = &g.InputEventsQueue[event_n];
|
||||
if (e->Type == ImGuiInputEventType_MousePos)
|
||||
{
|
||||
// Trickling Rule: Stop processing queued events if we already handled a mouse button change
|
||||
ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY);
|
||||
if (IsMousePosValid(&event_pos))
|
||||
event_pos = ImVec2(ImFloorSigned(event_pos.x), ImFloorSigned(event_pos.y)); // Apply same flooring as UpdateMouseInputs()
|
||||
e->IgnoredAsSame = (io.MousePos.x == event_pos.x && io.MousePos.y == event_pos.y);
|
||||
if (!e->IgnoredAsSame)
|
||||
{
|
||||
// Trickling Rule: Stop processing queued events if we already handled a mouse button change
|
||||
if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted))
|
||||
break;
|
||||
io.MousePos = event_pos;
|
||||
mouse_moved = true;
|
||||
}
|
||||
if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted))
|
||||
break;
|
||||
io.MousePos = event_pos;
|
||||
mouse_moved = true;
|
||||
}
|
||||
else if (e->Type == ImGuiInputEventType_MouseButton)
|
||||
{
|
||||
// Trickling Rule: Stop processing queued events if we got multiple action on the same button
|
||||
const ImGuiMouseButton button = e->MouseButton.Button;
|
||||
IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT);
|
||||
e->IgnoredAsSame = (io.MouseDown[button] == e->MouseButton.Down);
|
||||
if (!e->IgnoredAsSame)
|
||||
{
|
||||
// Trickling Rule: Stop processing queued events if we got multiple action on the same button
|
||||
if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled))
|
||||
break;
|
||||
io.MouseDown[button] = e->MouseButton.Down;
|
||||
mouse_button_changed |= (1 << button);
|
||||
}
|
||||
if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled))
|
||||
break;
|
||||
io.MouseDown[button] = e->MouseButton.Down;
|
||||
mouse_button_changed |= (1 << button);
|
||||
}
|
||||
else if (e->Type == ImGuiInputEventType_MouseWheel)
|
||||
{
|
||||
e->IgnoredAsSame = (e->MouseWheel.WheelX == 0.0f && e->MouseWheel.WheelY == 0.0f);
|
||||
if (!e->IgnoredAsSame)
|
||||
{
|
||||
// Trickling Rule: Stop processing queued events if we got multiple action on the event
|
||||
if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0))
|
||||
break;
|
||||
io.MouseWheelH += e->MouseWheel.WheelX;
|
||||
io.MouseWheel += e->MouseWheel.WheelY;
|
||||
mouse_wheeled = true;
|
||||
}
|
||||
// Trickling Rule: Stop processing queued events if we got multiple action on the event
|
||||
if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0))
|
||||
break;
|
||||
io.MouseWheelH += e->MouseWheel.WheelX;
|
||||
io.MouseWheel += e->MouseWheel.WheelY;
|
||||
mouse_wheeled = true;
|
||||
}
|
||||
else if (e->Type == ImGuiInputEventType_MouseViewport)
|
||||
{
|
||||
@ -8758,37 +8790,33 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
|
||||
}
|
||||
else if (e->Type == ImGuiInputEventType_Key)
|
||||
{
|
||||
// Trickling Rule: Stop processing queued events if we got multiple action on the same button
|
||||
ImGuiKey key = e->Key.Key;
|
||||
IM_ASSERT(key != ImGuiKey_None);
|
||||
ImGuiKeyData* key_data = GetKeyData(key);
|
||||
const int key_data_index = (int)(key_data - g.IO.KeysData);
|
||||
e->IgnoredAsSame = (key_data->Down == e->Key.Down && key_data->AnalogValue == e->Key.AnalogValue);
|
||||
if (!e->IgnoredAsSame)
|
||||
if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || text_inputted || mouse_button_changed != 0))
|
||||
break;
|
||||
key_data->Down = e->Key.Down;
|
||||
key_data->AnalogValue = e->Key.AnalogValue;
|
||||
key_changed = true;
|
||||
key_changed_mask.SetBit(key_data_index);
|
||||
|
||||
if (key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super)
|
||||
{
|
||||
// Trickling Rule: Stop processing queued events if we got multiple action on the same button
|
||||
if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || text_inputted || mouse_button_changed != 0))
|
||||
break;
|
||||
key_data->Down = e->Key.Down;
|
||||
key_data->AnalogValue = e->Key.AnalogValue;
|
||||
key_changed = true;
|
||||
key_changed_mask.SetBit(key_data_index);
|
||||
|
||||
if (key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super)
|
||||
{
|
||||
if (key == ImGuiMod_Ctrl) { io.KeyCtrl = key_data->Down; }
|
||||
if (key == ImGuiMod_Shift) { io.KeyShift = key_data->Down; }
|
||||
if (key == ImGuiMod_Alt) { io.KeyAlt = key_data->Down; }
|
||||
if (key == ImGuiMod_Super) { io.KeySuper = key_data->Down; }
|
||||
io.KeyMods = GetMergedModsFromBools();
|
||||
}
|
||||
|
||||
// Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
|
||||
io.KeysDown[key_data_index] = key_data->Down;
|
||||
if (io.KeyMap[key_data_index] != -1)
|
||||
io.KeysDown[io.KeyMap[key_data_index]] = key_data->Down;
|
||||
#endif
|
||||
if (key == ImGuiMod_Ctrl) { io.KeyCtrl = key_data->Down; }
|
||||
if (key == ImGuiMod_Shift) { io.KeyShift = key_data->Down; }
|
||||
if (key == ImGuiMod_Alt) { io.KeyAlt = key_data->Down; }
|
||||
if (key == ImGuiMod_Super) { io.KeySuper = key_data->Down; }
|
||||
io.KeyMods = GetMergedModsFromBools();
|
||||
}
|
||||
|
||||
// Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
|
||||
io.KeysDown[key_data_index] = key_data->Down;
|
||||
if (io.KeyMap[key_data_index] != -1)
|
||||
io.KeysDown[io.KeyMap[key_data_index]] = key_data->Down;
|
||||
#endif
|
||||
}
|
||||
else if (e->Type == ImGuiInputEventType_Text)
|
||||
{
|
||||
@ -8802,12 +8830,10 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
|
||||
}
|
||||
else if (e->Type == ImGuiInputEventType_Focus)
|
||||
{
|
||||
// We intentionally overwrite this and process lower, in order to give a chance
|
||||
// We intentionally overwrite this and process in NewFrame(), in order to give a chance
|
||||
// to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame.
|
||||
const bool focus_lost = !e->AppFocused.Focused;
|
||||
e->IgnoredAsSame = (io.AppFocusLost == focus_lost);
|
||||
if (!e->IgnoredAsSame)
|
||||
io.AppFocusLost = focus_lost;
|
||||
io.AppFocusLost = focus_lost;
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -8824,7 +8850,7 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
|
||||
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
|
||||
if (event_n != 0 && (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO))
|
||||
for (int n = 0; n < g.InputEventsQueue.Size; n++)
|
||||
DebugPrintInputEvent(n < event_n ? (g.InputEventsQueue[n].IgnoredAsSame ? "Processed (Same)" : "Processed") : "Remaining", &g.InputEventsQueue[n]);
|
||||
DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]);
|
||||
#endif
|
||||
|
||||
// Remaining events will be processed on the next frame
|
||||
@ -11511,7 +11537,7 @@ static void ImGui::NavUpdateCancelRequest()
|
||||
SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_rect));
|
||||
NavRestoreHighlightAfterMove();
|
||||
}
|
||||
else if (g.OpenPopupStack.Size > 0 && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
|
||||
else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
|
||||
{
|
||||
// Close open popup/menu
|
||||
ClosePopupToLevel(g.OpenPopupStack.Size - 1, true);
|
||||
|
11
imgui.h
11
imgui.h
@ -23,7 +23,7 @@
|
||||
// Library Version
|
||||
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345')
|
||||
#define IMGUI_VERSION "1.89 WIP"
|
||||
#define IMGUI_VERSION_NUM 18823
|
||||
#define IMGUI_VERSION_NUM 18828
|
||||
#define IMGUI_HAS_TABLE
|
||||
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
|
||||
#define IMGUI_HAS_DOCK // Docking WIP branch
|
||||
@ -50,13 +50,12 @@ Index of this file:
|
||||
|
||||
#pragma once
|
||||
|
||||
// Configuration file with compile-time options (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system')
|
||||
// Configuration file with compile-time options
|
||||
// (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system')
|
||||
#ifdef IMGUI_USER_CONFIG
|
||||
#include IMGUI_USER_CONFIG
|
||||
#endif
|
||||
#if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H)
|
||||
#include "imconfig.h"
|
||||
#endif
|
||||
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
@ -989,6 +988,7 @@ namespace ImGui
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Flags for ImGui::Begin()
|
||||
// (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly)
|
||||
enum ImGuiWindowFlags_
|
||||
{
|
||||
ImGuiWindowFlags_None = 0,
|
||||
@ -1029,6 +1029,7 @@ enum ImGuiWindowFlags_
|
||||
};
|
||||
|
||||
// Flags for ImGui::InputText()
|
||||
// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive)
|
||||
enum ImGuiInputTextFlags_
|
||||
{
|
||||
ImGuiInputTextFlags_None = 0,
|
||||
@ -1754,6 +1755,7 @@ enum ImGuiColorEditFlags_
|
||||
|
||||
// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
|
||||
// We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
|
||||
// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigDragClickToInputText)
|
||||
enum ImGuiSliderFlags_
|
||||
{
|
||||
ImGuiSliderFlags_None = 0,
|
||||
@ -2892,6 +2894,7 @@ struct ImFontAtlas
|
||||
// NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create UTF-8 string literal using the u8"Hello world" syntax. See FAQ for details.
|
||||
// NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
|
||||
IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
|
||||
IMGUI_API const ImWchar* GetGlyphRangesGreek(); // Default + Greek and Coptic
|
||||
IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
|
||||
IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs
|
||||
IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
|
||||
|
215
imgui_demo.cpp
215
imgui_demo.cpp
@ -6758,66 +6758,68 @@ struct ExampleAppConsole
|
||||
|
||||
// Reserve enough left-over height for 1 separator + 1 input text
|
||||
const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing();
|
||||
ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), false, ImGuiWindowFlags_HorizontalScrollbar);
|
||||
if (ImGui::BeginPopupContextWindow())
|
||||
if (ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), false, ImGuiWindowFlags_HorizontalScrollbar))
|
||||
{
|
||||
if (ImGui::Selectable("Clear")) ClearLog();
|
||||
ImGui::EndPopup();
|
||||
if (ImGui::BeginPopupContextWindow())
|
||||
{
|
||||
if (ImGui::Selectable("Clear")) ClearLog();
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
|
||||
// Display every line as a separate entry so we can change their color or add custom widgets.
|
||||
// If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end());
|
||||
// NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping
|
||||
// to only process visible items. The clipper will automatically measure the height of your first item and then
|
||||
// "seek" to display only items in the visible area.
|
||||
// To use the clipper we can replace your standard loop:
|
||||
// for (int i = 0; i < Items.Size; i++)
|
||||
// With:
|
||||
// ImGuiListClipper clipper;
|
||||
// clipper.Begin(Items.Size);
|
||||
// while (clipper.Step())
|
||||
// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
|
||||
// - That your items are evenly spaced (same height)
|
||||
// - That you have cheap random access to your elements (you can access them given their index,
|
||||
// without processing all the ones before)
|
||||
// You cannot this code as-is if a filter is active because it breaks the 'cheap random-access' property.
|
||||
// We would need random-access on the post-filtered list.
|
||||
// A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices
|
||||
// or offsets of items that passed the filtering test, recomputing this array when user changes the filter,
|
||||
// and appending newly elements as they are inserted. This is left as a task to the user until we can manage
|
||||
// to improve this example code!
|
||||
// If your items are of variable height:
|
||||
// - Split them into same height items would be simpler and facilitate random-seeking into your list.
|
||||
// - Consider using manual call to IsRectVisible() and skipping extraneous decoration from your items.
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4, 1)); // Tighten spacing
|
||||
if (copy_to_clipboard)
|
||||
ImGui::LogToClipboard();
|
||||
for (int i = 0; i < Items.Size; i++)
|
||||
{
|
||||
const char* item = Items[i];
|
||||
if (!Filter.PassFilter(item))
|
||||
continue;
|
||||
|
||||
// Normally you would store more information in your item than just a string.
|
||||
// (e.g. make Items[] an array of structure, store color/type etc.)
|
||||
ImVec4 color;
|
||||
bool has_color = false;
|
||||
if (strstr(item, "[error]")) { color = ImVec4(1.0f, 0.4f, 0.4f, 1.0f); has_color = true; }
|
||||
else if (strncmp(item, "# ", 2) == 0) { color = ImVec4(1.0f, 0.8f, 0.6f, 1.0f); has_color = true; }
|
||||
if (has_color)
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, color);
|
||||
ImGui::TextUnformatted(item);
|
||||
if (has_color)
|
||||
ImGui::PopStyleColor();
|
||||
}
|
||||
if (copy_to_clipboard)
|
||||
ImGui::LogFinish();
|
||||
|
||||
if (ScrollToBottom || (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()))
|
||||
ImGui::SetScrollHereY(1.0f);
|
||||
ScrollToBottom = false;
|
||||
|
||||
ImGui::PopStyleVar();
|
||||
}
|
||||
|
||||
// Display every line as a separate entry so we can change their color or add custom widgets.
|
||||
// If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end());
|
||||
// NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping
|
||||
// to only process visible items. The clipper will automatically measure the height of your first item and then
|
||||
// "seek" to display only items in the visible area.
|
||||
// To use the clipper we can replace your standard loop:
|
||||
// for (int i = 0; i < Items.Size; i++)
|
||||
// With:
|
||||
// ImGuiListClipper clipper;
|
||||
// clipper.Begin(Items.Size);
|
||||
// while (clipper.Step())
|
||||
// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
|
||||
// - That your items are evenly spaced (same height)
|
||||
// - That you have cheap random access to your elements (you can access them given their index,
|
||||
// without processing all the ones before)
|
||||
// You cannot this code as-is if a filter is active because it breaks the 'cheap random-access' property.
|
||||
// We would need random-access on the post-filtered list.
|
||||
// A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices
|
||||
// or offsets of items that passed the filtering test, recomputing this array when user changes the filter,
|
||||
// and appending newly elements as they are inserted. This is left as a task to the user until we can manage
|
||||
// to improve this example code!
|
||||
// If your items are of variable height:
|
||||
// - Split them into same height items would be simpler and facilitate random-seeking into your list.
|
||||
// - Consider using manual call to IsRectVisible() and skipping extraneous decoration from your items.
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4, 1)); // Tighten spacing
|
||||
if (copy_to_clipboard)
|
||||
ImGui::LogToClipboard();
|
||||
for (int i = 0; i < Items.Size; i++)
|
||||
{
|
||||
const char* item = Items[i];
|
||||
if (!Filter.PassFilter(item))
|
||||
continue;
|
||||
|
||||
// Normally you would store more information in your item than just a string.
|
||||
// (e.g. make Items[] an array of structure, store color/type etc.)
|
||||
ImVec4 color;
|
||||
bool has_color = false;
|
||||
if (strstr(item, "[error]")) { color = ImVec4(1.0f, 0.4f, 0.4f, 1.0f); has_color = true; }
|
||||
else if (strncmp(item, "# ", 2) == 0) { color = ImVec4(1.0f, 0.8f, 0.6f, 1.0f); has_color = true; }
|
||||
if (has_color)
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, color);
|
||||
ImGui::TextUnformatted(item);
|
||||
if (has_color)
|
||||
ImGui::PopStyleColor();
|
||||
}
|
||||
if (copy_to_clipboard)
|
||||
ImGui::LogFinish();
|
||||
|
||||
if (ScrollToBottom || (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()))
|
||||
ImGui::SetScrollHereY(1.0f);
|
||||
ScrollToBottom = false;
|
||||
|
||||
ImGui::PopStyleVar();
|
||||
ImGui::EndChild();
|
||||
ImGui::Separator();
|
||||
|
||||
@ -7065,63 +7067,64 @@ struct ExampleAppLog
|
||||
Filter.Draw("Filter", -100.0f);
|
||||
|
||||
ImGui::Separator();
|
||||
ImGui::BeginChild("scrolling", ImVec2(0, 0), false, ImGuiWindowFlags_HorizontalScrollbar);
|
||||
|
||||
if (clear)
|
||||
Clear();
|
||||
if (copy)
|
||||
ImGui::LogToClipboard();
|
||||
if (ImGui::BeginChild("scrolling", ImVec2(0, 0), false, ImGuiWindowFlags_HorizontalScrollbar))
|
||||
{
|
||||
if (clear)
|
||||
Clear();
|
||||
if (copy)
|
||||
ImGui::LogToClipboard();
|
||||
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));
|
||||
const char* buf = Buf.begin();
|
||||
const char* buf_end = Buf.end();
|
||||
if (Filter.IsActive())
|
||||
{
|
||||
// In this example we don't use the clipper when Filter is enabled.
|
||||
// This is because we don't have random access to the result of our filter.
|
||||
// A real application processing logs with ten of thousands of entries may want to store the result of
|
||||
// search/filter.. especially if the filtering function is not trivial (e.g. reg-exp).
|
||||
for (int line_no = 0; line_no < LineOffsets.Size; line_no++)
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));
|
||||
const char* buf = Buf.begin();
|
||||
const char* buf_end = Buf.end();
|
||||
if (Filter.IsActive())
|
||||
{
|
||||
const char* line_start = buf + LineOffsets[line_no];
|
||||
const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end;
|
||||
if (Filter.PassFilter(line_start, line_end))
|
||||
ImGui::TextUnformatted(line_start, line_end);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// The simplest and easy way to display the entire buffer:
|
||||
// ImGui::TextUnformatted(buf_begin, buf_end);
|
||||
// And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward
|
||||
// to skip non-visible lines. Here we instead demonstrate using the clipper to only process lines that are
|
||||
// within the visible area.
|
||||
// If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them
|
||||
// on your side is recommended. Using ImGuiListClipper requires
|
||||
// - A) random access into your data
|
||||
// - B) items all being the same height,
|
||||
// both of which we can handle since we have an array pointing to the beginning of each line of text.
|
||||
// When using the filter (in the block of code above) we don't have random access into the data to display
|
||||
// anymore, which is why we don't use the clipper. Storing or skimming through the search result would make
|
||||
// it possible (and would be recommended if you want to search through tens of thousands of entries).
|
||||
ImGuiListClipper clipper;
|
||||
clipper.Begin(LineOffsets.Size);
|
||||
while (clipper.Step())
|
||||
{
|
||||
for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)
|
||||
// In this example we don't use the clipper when Filter is enabled.
|
||||
// This is because we don't have random access to the result of our filter.
|
||||
// A real application processing logs with ten of thousands of entries may want to store the result of
|
||||
// search/filter.. especially if the filtering function is not trivial (e.g. reg-exp).
|
||||
for (int line_no = 0; line_no < LineOffsets.Size; line_no++)
|
||||
{
|
||||
const char* line_start = buf + LineOffsets[line_no];
|
||||
const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end;
|
||||
ImGui::TextUnformatted(line_start, line_end);
|
||||
if (Filter.PassFilter(line_start, line_end))
|
||||
ImGui::TextUnformatted(line_start, line_end);
|
||||
}
|
||||
}
|
||||
clipper.End();
|
||||
else
|
||||
{
|
||||
// The simplest and easy way to display the entire buffer:
|
||||
// ImGui::TextUnformatted(buf_begin, buf_end);
|
||||
// And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward
|
||||
// to skip non-visible lines. Here we instead demonstrate using the clipper to only process lines that are
|
||||
// within the visible area.
|
||||
// If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them
|
||||
// on your side is recommended. Using ImGuiListClipper requires
|
||||
// - A) random access into your data
|
||||
// - B) items all being the same height,
|
||||
// both of which we can handle since we have an array pointing to the beginning of each line of text.
|
||||
// When using the filter (in the block of code above) we don't have random access into the data to display
|
||||
// anymore, which is why we don't use the clipper. Storing or skimming through the search result would make
|
||||
// it possible (and would be recommended if you want to search through tens of thousands of entries).
|
||||
ImGuiListClipper clipper;
|
||||
clipper.Begin(LineOffsets.Size);
|
||||
while (clipper.Step())
|
||||
{
|
||||
for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)
|
||||
{
|
||||
const char* line_start = buf + LineOffsets[line_no];
|
||||
const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end;
|
||||
ImGui::TextUnformatted(line_start, line_end);
|
||||
}
|
||||
}
|
||||
clipper.End();
|
||||
}
|
||||
ImGui::PopStyleVar();
|
||||
|
||||
if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())
|
||||
ImGui::SetScrollHereY(1.0f);
|
||||
}
|
||||
ImGui::PopStyleVar();
|
||||
|
||||
if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())
|
||||
ImGui::SetScrollHereY(1.0f);
|
||||
|
||||
ImGui::EndChild();
|
||||
ImGui::End();
|
||||
}
|
||||
|
@ -1303,6 +1303,7 @@ void ImDrawList::PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, cons
|
||||
ImVec2 p1 = _Path.back();
|
||||
if (num_segments == 0)
|
||||
{
|
||||
IM_ASSERT(_Data->CurveTessellationTol > 0.0f);
|
||||
PathBezierCubicCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated
|
||||
}
|
||||
else
|
||||
@ -1318,6 +1319,7 @@ void ImDrawList::PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3,
|
||||
ImVec2 p1 = _Path.back();
|
||||
if (num_segments == 0)
|
||||
{
|
||||
IM_ASSERT(_Data->CurveTessellationTol > 0.0f);
|
||||
PathBezierQuadraticCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol, 0);// Auto-tessellated
|
||||
}
|
||||
else
|
||||
@ -2827,6 +2829,17 @@ const ImWchar* ImFontAtlas::GetGlyphRangesDefault()
|
||||
return &ranges[0];
|
||||
}
|
||||
|
||||
const ImWchar* ImFontAtlas::GetGlyphRangesGreek()
|
||||
{
|
||||
static const ImWchar ranges[] =
|
||||
{
|
||||
0x0020, 0x00FF, // Basic Latin + Latin Supplement
|
||||
0x0370, 0x03FF, // Greek and Coptic
|
||||
0,
|
||||
};
|
||||
return &ranges[0];
|
||||
}
|
||||
|
||||
const ImWchar* ImFontAtlas::GetGlyphRangesKorean()
|
||||
{
|
||||
static const ImWchar ranges[] =
|
||||
@ -3339,11 +3352,21 @@ const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) const
|
||||
return &Glyphs.Data[i];
|
||||
}
|
||||
|
||||
// Wrapping skips upcoming blanks
|
||||
static inline const char* CalcWordWrapNextLineStartA(const char* text, const char* text_end)
|
||||
{
|
||||
while (text < text_end && ImCharIsBlankA(*text))
|
||||
text++;
|
||||
if (*text == '\n')
|
||||
text++;
|
||||
return text;
|
||||
}
|
||||
|
||||
// Simple word-wrapping for English, not full-featured. Please submit failing cases!
|
||||
// This will return the next location to wrap from. If no wrapping if necessary, this will fast-forward to e.g. text_end.
|
||||
// FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.)
|
||||
const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const
|
||||
{
|
||||
// Simple word-wrapping for English, not full-featured. Please submit failing cases!
|
||||
// FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.)
|
||||
|
||||
// For references, possible wrap point marked with ^
|
||||
// "aaa bbb, ccc,ddd. eee fff. ggg!"
|
||||
// ^ ^ ^ ^ ^__ ^ ^
|
||||
@ -3355,7 +3378,6 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c
|
||||
|
||||
// Cut words that cannot possibly fit within one line.
|
||||
// e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish"
|
||||
|
||||
float line_width = 0.0f;
|
||||
float word_width = 0.0f;
|
||||
float blank_width = 0.0f;
|
||||
@ -3435,6 +3457,10 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c
|
||||
s = next_s;
|
||||
}
|
||||
|
||||
// Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.
|
||||
// +1 may not be a character start point in UTF-8 but it's ok because caller loops use (text >= word_wrap_eol).
|
||||
if (s == text && text < text_end)
|
||||
return s + 1;
|
||||
return s;
|
||||
}
|
||||
|
||||
@ -3459,11 +3485,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
|
||||
{
|
||||
// Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.
|
||||
if (!word_wrap_eol)
|
||||
{
|
||||
word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width);
|
||||
if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.
|
||||
word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below
|
||||
}
|
||||
|
||||
if (s >= word_wrap_eol)
|
||||
{
|
||||
@ -3472,13 +3494,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
|
||||
text_size.y += line_height;
|
||||
line_width = 0.0f;
|
||||
word_wrap_eol = NULL;
|
||||
|
||||
// Wrapping skips upcoming blanks
|
||||
while (s < text_end)
|
||||
{
|
||||
const char c = *s;
|
||||
if (ImCharIsBlankA(c)) { s++; } else if (c == '\n') { s++; break; } else { break; }
|
||||
}
|
||||
s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks
|
||||
continue;
|
||||
}
|
||||
}
|
||||
@ -3563,15 +3579,25 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im
|
||||
const float scale = size / FontSize;
|
||||
const float line_height = FontSize * scale;
|
||||
const bool word_wrap_enabled = (wrap_width > 0.0f);
|
||||
const char* word_wrap_eol = NULL;
|
||||
|
||||
// Fast-forward to first visible line
|
||||
const char* s = text_begin;
|
||||
if (y + line_height < clip_rect.y && !word_wrap_enabled)
|
||||
if (y + line_height < clip_rect.y)
|
||||
while (y + line_height < clip_rect.y && s < text_end)
|
||||
{
|
||||
s = (const char*)memchr(s, '\n', text_end - s);
|
||||
s = s ? s + 1 : text_end;
|
||||
const char* line_end = (const char*)memchr(s, '\n', text_end - s);
|
||||
if (word_wrap_enabled)
|
||||
{
|
||||
// FIXME-OPT: This is not optimal as do first do a search for \n before calling CalcWordWrapPositionA().
|
||||
// If the specs for CalcWordWrapPositionA() were reworked to optionally return on \n we could combine both.
|
||||
// However it is still better than nothing performing the fast-forward!
|
||||
s = CalcWordWrapPositionA(scale, s, line_end, wrap_width);
|
||||
s = CalcWordWrapNextLineStartA(s, text_end);
|
||||
}
|
||||
else
|
||||
{
|
||||
s = line_end ? line_end + 1 : text_end;
|
||||
}
|
||||
y += line_height;
|
||||
}
|
||||
|
||||
@ -3603,6 +3629,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im
|
||||
unsigned int vtx_current_idx = draw_list->_VtxCurrentIdx;
|
||||
|
||||
const ImU32 col_untinted = col | ~IM_COL32_A_MASK;
|
||||
const char* word_wrap_eol = NULL;
|
||||
|
||||
while (s < text_end)
|
||||
{
|
||||
@ -3610,24 +3637,14 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im
|
||||
{
|
||||
// Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.
|
||||
if (!word_wrap_eol)
|
||||
{
|
||||
word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - start_x));
|
||||
if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.
|
||||
word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below
|
||||
}
|
||||
|
||||
if (s >= word_wrap_eol)
|
||||
{
|
||||
x = start_x;
|
||||
y += line_height;
|
||||
word_wrap_eol = NULL;
|
||||
|
||||
// Wrapping skips upcoming blanks
|
||||
while (s < text_end)
|
||||
{
|
||||
const char c = *s;
|
||||
if (ImCharIsBlankA(c)) { s++; } else if (c == '\n') { s++; break; } else { break; }
|
||||
}
|
||||
s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
@ -154,8 +154,8 @@ typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // E
|
||||
typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later)
|
||||
typedef int ImGuiDebugLogFlags; // -> enum ImGuiDebugLogFlags_ // Flags: for ShowDebugLogWindow(), g.DebugLogFlags
|
||||
typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for IsKeyPressedEx()
|
||||
typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag()
|
||||
typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags
|
||||
typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), g.LastItemData.InFlags
|
||||
typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for g.LastItemData.StatusFlags
|
||||
typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns()
|
||||
typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight()
|
||||
typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests
|
||||
@ -344,8 +344,10 @@ IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* bu
|
||||
IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end);
|
||||
IMGUI_API void ImStrTrimBlanks(char* str);
|
||||
IMGUI_API const char* ImStrSkipBlank(const char* str);
|
||||
IM_MSVC_RUNTIME_CHECKS_OFF
|
||||
static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; }
|
||||
static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; }
|
||||
IM_MSVC_RUNTIME_CHECKS_RESTORE
|
||||
|
||||
// Helpers: Formatting
|
||||
IMGUI_API int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3);
|
||||
@ -766,7 +768,10 @@ struct ImDrawDataBuilder
|
||||
// [SECTION] Widgets support: flags, enums, data structures
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin().
|
||||
// Flags used by upcoming items
|
||||
// - input: PushItemFlag() manipulates g.CurrentItemFlags, ItemAdd() calls may add extra flags.
|
||||
// - output: stored in g.LastItemData.InFlags
|
||||
// Current window shared by all windows.
|
||||
// This is going to be exposed in imgui.h when stabilized enough.
|
||||
enum ImGuiItemFlags_
|
||||
{
|
||||
@ -780,12 +785,14 @@ enum ImGuiItemFlags_
|
||||
ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // Disable MenuItem/Selectable() automatically closing their popup window
|
||||
ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets)
|
||||
ImGuiItemFlags_ReadOnly = 1 << 7, // false // [ALPHA] Allow hovering interactions but underlying value is not changed.
|
||||
ImGuiItemFlags_NoWindowHoverableCheck = 1 << 8, // false // Disable hoverable check in ItemHoverable()
|
||||
|
||||
// Controlled by widget code
|
||||
ImGuiItemFlags_Inputable = 1 << 8, // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature.
|
||||
ImGuiItemFlags_Inputable = 1 << 10, // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature.
|
||||
};
|
||||
|
||||
// Storage for LastItem data
|
||||
// Status flags for an already submitted item
|
||||
// - output: stored in g.LastItemData.StatusFlags
|
||||
enum ImGuiItemStatusFlags_
|
||||
{
|
||||
ImGuiItemStatusFlags_None = 0,
|
||||
@ -1033,7 +1040,7 @@ struct IMGUI_API ImGuiInputTextState
|
||||
bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!)
|
||||
bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection
|
||||
bool Edited; // edited this frame
|
||||
ImGuiInputTextFlags Flags; // copy of InputText() flags
|
||||
ImGuiInputTextFlags Flags; // copy of InputText() flags. may be used to check if e.g. ImGuiInputTextFlags_Password is set.
|
||||
|
||||
ImGuiInputTextState() { memset(this, 0, sizeof(*this)); }
|
||||
void ClearText() { CurLenW = CurLenA = 0; TextW[0] = 0; TextA[0] = 0; CursorClamp(); }
|
||||
@ -1259,7 +1266,6 @@ struct ImGuiInputEvent
|
||||
ImGuiInputEventText Text; // if Type == ImGuiInputEventType_Text
|
||||
ImGuiInputEventAppFocused AppFocused; // if Type == ImGuiInputEventType_Focus
|
||||
};
|
||||
bool IgnoredAsSame;
|
||||
bool AddedByTestEngine;
|
||||
|
||||
ImGuiInputEvent() { memset(this, 0, sizeof(*this)); }
|
||||
@ -2316,6 +2322,7 @@ struct IMGUI_API ImGuiWindow
|
||||
bool HasCloseButton; // Set when the window has a close button (p_open != NULL)
|
||||
signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3)
|
||||
short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
|
||||
short BeginCountPreviousFrame; // Number of Begin() during the previous frame
|
||||
short BeginOrderWithinParent; // Begin() order within immediate parent window, if we are a child window. Otherwise 0.
|
||||
short BeginOrderWithinContext; // Begin() order within entire imgui context. This is mostly used for debugging submission order related issues.
|
||||
short FocusOrder; // Order within WindowsFocusOrder[], altered when windows are focused.
|
||||
@ -2886,7 +2893,7 @@ namespace ImGui
|
||||
IMGUI_API ImVec2 GetContentRegionMaxAbs();
|
||||
IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess);
|
||||
|
||||
// Parameter stacks
|
||||
// Parameter stacks (shared)
|
||||
IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled);
|
||||
IMGUI_API void PopItemFlag();
|
||||
|
||||
|
@ -4598,9 +4598,6 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
apply_new_text_length = state->CurLenA;
|
||||
}
|
||||
}
|
||||
|
||||
// Clear temporary user storage
|
||||
state->Flags = ImGuiInputTextFlags_None;
|
||||
}
|
||||
|
||||
// Copy result to user buffer. This can currently only happen when (g.ActiveId == id)
|
||||
@ -5123,16 +5120,19 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
|
||||
|
||||
if (BeginPopup("picker"))
|
||||
{
|
||||
picker_active_window = g.CurrentWindow;
|
||||
if (label != label_display_end)
|
||||
if (g.CurrentWindow->BeginCount == 1)
|
||||
{
|
||||
TextEx(label, label_display_end);
|
||||
Spacing();
|
||||
picker_active_window = g.CurrentWindow;
|
||||
if (label != label_display_end)
|
||||
{
|
||||
TextEx(label, label_display_end);
|
||||
Spacing();
|
||||
}
|
||||
ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar;
|
||||
ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf;
|
||||
SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes?
|
||||
value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x);
|
||||
}
|
||||
ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar;
|
||||
ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf;
|
||||
SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes?
|
||||
value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x);
|
||||
EndPopup();
|
||||
}
|
||||
}
|
||||
@ -5195,7 +5195,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
|
||||
if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window)
|
||||
g.LastItemData.ID = g.ActiveId;
|
||||
|
||||
if (value_changed)
|
||||
if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId
|
||||
MarkItemEdited(g.LastItemData.ID);
|
||||
|
||||
return value_changed;
|
||||
@ -5583,7 +5583,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
|
||||
|
||||
if (value_changed && memcmp(backup_initial_col, col, components * sizeof(float)) == 0)
|
||||
value_changed = false;
|
||||
if (value_changed)
|
||||
if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId
|
||||
MarkItemEdited(g.LastItemData.ID);
|
||||
|
||||
PopID();
|
||||
@ -7031,10 +7031,10 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
|
||||
ImVec2 label_size = CalcTextSize(label, NULL, true);
|
||||
|
||||
// Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent without always being a Child window)
|
||||
// This is only done for items for the menu set and not the full parent window.
|
||||
const bool menuset_is_open = IsRootOfOpenMenuSet();
|
||||
ImGuiWindow* backed_nav_window = g.NavWindow;
|
||||
if (menuset_is_open)
|
||||
g.NavWindow = window;
|
||||
PushItemFlag(ImGuiItemFlags_NoWindowHoverableCheck, true);
|
||||
|
||||
// The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu,
|
||||
// However the final position is going to be different! It is chosen by FindBestWindowPosForPopup().
|
||||
@ -7083,7 +7083,7 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
|
||||
|
||||
const bool hovered = (g.HoveredId == id) && enabled && !g.NavDisableMouseHover;
|
||||
if (menuset_is_open)
|
||||
g.NavWindow = backed_nav_window;
|
||||
PopItemFlag();
|
||||
|
||||
bool want_open = false;
|
||||
bool want_close = false;
|
||||
@ -7169,9 +7169,10 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
|
||||
|
||||
if (menu_is_open)
|
||||
{
|
||||
SetNextWindowPos(popup_pos, ImGuiCond_Always); // Note: this is super misleading! The value will serve as reference for FindBestWindowPosForPopup(), not actual pos.
|
||||
// FIXME: This technically breaks functions relying on LastItemData, somehow nobody complained yet. Should backup/restore LastItemData.
|
||||
SetNextWindowPos(popup_pos, ImGuiCond_Always); // Note: misleading: the value will serve as reference for FindBestWindowPosForPopup(), not actual pos.
|
||||
PushStyleVar(ImGuiStyleVar_ChildRounding, style.PopupRounding); // First level will use _PopupRounding, subsequent will use _ChildRounding
|
||||
menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
|
||||
menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
|
||||
PopStyleVar();
|
||||
}
|
||||
else
|
||||
@ -7189,18 +7190,18 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
|
||||
|
||||
void ImGui::EndMenu()
|
||||
{
|
||||
// Nav: When a left move request _within our child menu_ failed, close ourselves (the _parent_ menu).
|
||||
// A menu doesn't close itself because EndMenuBar() wants the catch the last Left<>Right inputs.
|
||||
// However, it means that with the current code, a BeginMenu() from outside another menu or a menu-bar won't be closable with the Left direction.
|
||||
// FIXME: This doesn't work if the parent BeginMenu() is not on a menu.
|
||||
// Nav: When a left move request our menu failed, close ourselves.
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
if (g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical)
|
||||
if (g.NavWindow && (g.NavWindow->RootWindowForNav->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->RootWindowForNav->ParentWindow == window)
|
||||
{
|
||||
ClosePopupToLevel(g.BeginPopupStack.Size, true);
|
||||
NavMoveRequestCancel();
|
||||
}
|
||||
IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginMenu()/EndMenu() calls
|
||||
ImGuiWindow* parent_window = window->ParentWindow; // Should always be != NULL is we passed assert.
|
||||
if (window->BeginCount == window->BeginCountPreviousFrame)
|
||||
if (g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet())
|
||||
if (g.NavWindow && (g.NavWindow->RootWindowForNav == window) && parent_window->DC.LayoutType == ImGuiLayoutType_Vertical)
|
||||
{
|
||||
ClosePopupToLevel(g.BeginPopupStack.Size - 1, true);
|
||||
NavMoveRequestCancel();
|
||||
}
|
||||
|
||||
EndPopup();
|
||||
}
|
||||
@ -7216,10 +7217,10 @@ bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut
|
||||
ImVec2 pos = window->DC.CursorPos;
|
||||
ImVec2 label_size = CalcTextSize(label, NULL, true);
|
||||
|
||||
// See BeginMenuEx() for comments about this.
|
||||
const bool menuset_is_open = IsRootOfOpenMenuSet();
|
||||
ImGuiWindow* backed_nav_window = g.NavWindow;
|
||||
if (menuset_is_open)
|
||||
g.NavWindow = window;
|
||||
PushItemFlag(ImGuiItemFlags_NoWindowHoverableCheck, true);
|
||||
|
||||
// We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73),
|
||||
// but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only.
|
||||
@ -7271,7 +7272,7 @@ bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut
|
||||
EndDisabled();
|
||||
PopID();
|
||||
if (menuset_is_open)
|
||||
g.NavWindow = backed_nav_window;
|
||||
PopItemFlag();
|
||||
|
||||
return pressed;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user