Merge branch 'master' into docking
# Conflicts: # docs/CHANGELOG.txt # imgui.cpp
This commit is contained in:
commit
ddabfc3477
@ -9,11 +9,12 @@ RELEASE NOTES: https://github.com/ocornut/imgui/releases
|
||||
REPORT ISSUES, ASK QUESTIONS: https://github.com/ocornut/imgui/issues
|
||||
COMMITS HISTORY: https://github.com/ocornut/imgui/commits/master
|
||||
FAQ https://www.dearimgui.org/faq/
|
||||
WIKI https://github.com/ocornut/imgui/wiki
|
||||
|
||||
WHEN TO UPDATE?
|
||||
|
||||
- Keeping your copy of dear imgui updated once in a while is recommended.
|
||||
- It is generally safe to sync to the latest commit in master.
|
||||
- Keeping your copy of Dear ImGui updated regularly is recommended.
|
||||
- It is generally safe to sync to the latest commit in master or docking branches
|
||||
The library is fairly stable and regressions tends to be fixed fast when reported.
|
||||
|
||||
HOW TO UPDATE?
|
||||
@ -100,17 +101,21 @@ Other changes:
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.77 WIP (In Progress)
|
||||
VERSION 1.77 (Released 2020-06-29)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.77
|
||||
|
||||
Breaking Changes:
|
||||
|
||||
- Removed unncessary ID (first arg) of ImFontAtlas::AddCustomRectRegular() function. Please
|
||||
note that this is a Beta api and will likely be reworked to support multi-monitor multi-DPI.
|
||||
- Removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular() function. Please
|
||||
note that this is a Beta api and will likely be reworked in order to support multi-DPI accross
|
||||
multiple monitors.
|
||||
- Renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete).
|
||||
- Removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor
|
||||
of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems.
|
||||
- Removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017.
|
||||
Kept inline redirection function (will obsolete).
|
||||
- Removed obsoleted CalcItemRectClosestPoint() entry point (has been asserting since December 2017).
|
||||
|
||||
Other Changes:
|
||||
|
||||
@ -119,20 +124,20 @@ Other Changes:
|
||||
flag was also set, and _OpenOnArrow is frequently set along with _OpenOnDoubleClick).
|
||||
- TreeNode: Fixed bug where dragging a payload over a TreeNode() with either _OpenOnDoubleClick
|
||||
or _OpenOnArrow would open the node. (#143)
|
||||
- Style: Added style.TabMinWidthForUnselectedCloseButton settings.
|
||||
Set to 0.0f (default) to always make a close button appear on hover (same as Chrome, VS).
|
||||
Set to FLT_MAX to only display a close button when selected (merely hovering is not enough).
|
||||
Set to an intermediary value to toggle behavior based on width (same as Firefox).
|
||||
- Tab: Added a ImGuiTabItemFlags_NoTooltip flag to disable the tooltip for individual tab item
|
||||
(vs ImGuiTabBarFlags_NoTooltip for entire tab bar). [@Xipiryon]
|
||||
- Windows: Fix unintended feedback loops when resizing windows close to main viewport edges. [@rokups]
|
||||
- Tabs: Added style.TabMinWidthForUnselectedCloseButton settings:
|
||||
- Set to 0.0f (default) to always make a close button appear on hover (same as Chrome, VS).
|
||||
- Set to FLT_MAX to only display a close button when selected (merely hovering is not enough).
|
||||
- Set to an intermediary value to toggle behavior based on width (same as Firefox).
|
||||
- Tabs: Added a ImGuiTabItemFlags_NoTooltip flag to disable the tooltip for individual tab item
|
||||
(vs ImGuiTabBarFlags_NoTooltip for entire tab bar). [@Xipiryon]
|
||||
- Popups: All functions capable of opening popups (OpenPopup*, BeginPopupContext*) now take a new
|
||||
ImGuiPopupFlags sets of flags instead of a mouse button index. The API is automatically backward
|
||||
compatible as ImGuiPopupFlags is guaranteed to hold mouse button index in the lower bits.
|
||||
- Popups: Added ImGuiPopupFlags_NoOpenOverExistingPopup for OpenPopup*/BeginPopupContext* functions
|
||||
to first test for the presence of another popup at the same level.
|
||||
- Popups: Added ImGuiPopupFlags_NoOpenOverItems for BeginPopupContextWindow() - similar to testing
|
||||
for !IsAnyItemHovered() prior to doing an OpenPopup.
|
||||
for !IsAnyItemHovered() prior to doing an OpenPopup().
|
||||
- Popups: Added ImGuiPopupFlags_AnyPopupId and ImGuiPopupFlags_AnyPopupLevel flags for IsPopupOpen(),
|
||||
allowing to check if any popup is open at the current level, if a given popup is open at any popup
|
||||
level, if any popup is open at all.
|
||||
@ -146,7 +151,7 @@ Other Changes:
|
||||
Enforce centering using e.g. SetNextWindowPos(io.DisplaySize * 0.5f, ImGuiCond_Appearing, ImVec2(0.5f,0.5f)).
|
||||
- Metrics: Added a "Settings" section with some details about persistent ini settings.
|
||||
- Nav, Menus: Fix vertical wrap-around in menus or popups created with multiple appending calls to
|
||||
BeginMenu()/EndMenu() or BeginPopup/EndPopup(). (#3223, #1207) [@rokups]
|
||||
BeginMenu()/EndMenu() or BeginPopup(0/EndPopup(). (#3223, #1207) [@rokups]
|
||||
- Drag and Drop: Fixed unintended fallback "..." tooltip display during drag operation when
|
||||
drag source uses _SourceNoPreviewTooltip flags. (#3160) [@rokups]
|
||||
- Columns: Lower overhead on column switches and switching to background channel.
|
||||
@ -164,12 +169,12 @@ Other Changes:
|
||||
a callback draw command would incorrectly override the callback draw command.
|
||||
- ImDrawList: Fixed minor bug introduced in 1.75 where AddCircle() with 12 segments would
|
||||
generate an extra unrequired vertex. [@ShironekoBen]
|
||||
- Misc, Freetype: Fix for rare case where FT_Get_Char_Index() succeed but FT_Load_Glyph() fails.
|
||||
- Misc, Freetype: Fix for rare case where FT_Get_Char_Index() succeeds but FT_Load_Glyph() fails.
|
||||
- Docs: Improved and moved font documentation to docs/FONTS.md so it can be readable on the web.
|
||||
Updated various links/wiki accordingly. Added FAQ entry about DPI. (#2861) [@ButternCream, @ocornut]
|
||||
- CI: Added CI test to verify we're never accidentally dragging libstdc++ (on some compiler setups,
|
||||
static constructors for non-pod data seems to drag in libstdc++ due to thread-safety concerns).
|
||||
Fixed a static contructor which led to this dependency on some compiler setups (unclear which).
|
||||
Fixed a static constructor which led to this dependency on some compiler setups.
|
||||
- Backends: Win32: Support for #define NOGDI, won't try to call GetDeviceCaps(). (#3137, #2327)
|
||||
- Backends: Win32: Fix _WIN32_WINNT < 0x0600 (MinGW defaults to 0x502 == Windows 2003). (#3183)
|
||||
- Backends: SDL: Report a zero display-size when window is minimized, consistent with other backends,
|
||||
|
13
docs/FAQ.md
13
docs/FAQ.md
@ -23,7 +23,7 @@ or view this file with any Markdown viewer.
|
||||
| [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) |
|
||||
| [I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries..](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-displaying-outside-their-expected-windows-boundaries) |
|
||||
| **Q&A: Usage** |
|
||||
| **[Why are multiple widgets reacting when I interact with a single one?<br>How can I have multiple widgets with the same label or with an empty label?](#q-why-are-multiple-widgets-reacting-when-i-interact-with-a-single-one-q-how-can-i-have-multiple-widgets-with-the-same-label-or-with-an-empty-label)** |
|
||||
| **[How can I have widgets with an empty label?<br>How can I have multiple widgets with the same label?<br>Why are multiple widgets reacting when I interact with one?](#q-how-can-i-have-widgets-with-an-empty-label)** |
|
||||
| [How can I display an image? What is ImTextureID, how does it work?](#q-how-can-i-display-an-image-what-is-imtextureid-how-does-it-work)|
|
||||
| [How can I use my own math types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-math-types-instead-of-imvec2imvec4) |
|
||||
| [How can I interact with standard C++ types (such as std::string and std::vector)?](#q-how-can-i-interact-with-standard-c-types-such-as-stdstring-and-stdvector) |
|
||||
@ -173,7 +173,9 @@ Refer to rendering back-ends in the [examples/](https://github.com/ocornut/imgui
|
||||
|
||||
# Q&A: Usage
|
||||
|
||||
### Q: Why are multiple widgets reacting when I interact with a single one? <br>Q: How can I have multiple widgets with the same label or with an empty label?
|
||||
### Q: How can I have widgets with an empty label?
|
||||
### Q: How can I have multiple widgets with the same label?
|
||||
### Q: Why are multiple widgets reacting when I interact with one?
|
||||
|
||||
A primer on labels and the ID Stack...
|
||||
|
||||
@ -295,11 +297,12 @@ if (TreeNode("node")) // <-- this function call will do a PushID() for you (unl
|
||||
TreePop();
|
||||
}
|
||||
```
|
||||
- When working with trees, ID are used to preserve the open/close state of each tree node.
|
||||
|
||||
When working with trees, ID are used to preserve the open/close state of each tree node.
|
||||
Depending on your use cases you may want to use strings, indices or pointers as ID.
|
||||
e.g. when following a single pointer that may change over time, using a static string as ID
|
||||
- e.g. when following a single pointer that may change over time, using a static string as ID
|
||||
will preserve your node open/closed state when the targeted object change.
|
||||
e.g. when displaying a list of objects, using indices or pointers as ID will preserve the
|
||||
- e.g. when displaying a list of objects, using indices or pointers as ID will preserve the
|
||||
node open/closed state differently. See what makes more sense in your situation!
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
@ -34,7 +34,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- window/child: border could be emitted in parent as well.
|
||||
- window/child: allow SetNextWindowContentSize() to work on child windows.
|
||||
- window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero.
|
||||
- window/tab: add a way to signify that a window or docked window requires attention (e.g. blinking title bar).
|
||||
- window/tabbing: add a way to signify that a window or docked window requires attention (e.g. blinking title bar).
|
||||
! scrolling: exposing horizontal scrolling with Shift+Wheel even when scrollbar is disabled expose lots of issues (#2424, #1463)
|
||||
- scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse)
|
||||
- scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet.
|
||||
@ -111,7 +111,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- input number: applying arithmetics ops (+,-,*,/) messes up with text edit undo stack.
|
||||
|
||||
- layout: helper or a way to express ImGui::SameLine(ImGui::GetCursorStartPos().x + ImGui::CalcItemWidth() + ImGui::GetStyle().ItemInnerSpacing.x); in a simpler manner.
|
||||
- layout: generalization of the above: a concept equivalent to word processor ruler tab stop ~ mini columns (position in X, no clipping implied) (vaguely relate to #267, #395, also what is used internally for menu items)
|
||||
- layout, font: horizontal tab support, A) text mode: forward only tabs (e.g. every 4 characters/N pixels from pos x1), B) manual mode: explicit tab stops acting as mini columns, no clipping (for menu items, many kind of uses, also vaguely relate to #267, #395)
|
||||
- layout: horizontal layout helper (#97)
|
||||
- layout: horizontal flow until no space left (#404)
|
||||
- layout: more generic alignment state (left/right/centered) for single items?
|
||||
@ -195,7 +195,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- tabs: explicit api (even if internal) to cleanly manipulate tab order.
|
||||
- tabs: Mouse wheel over tab bar could scroll? (#2702)
|
||||
|
||||
|
||||
- image/image button: misalignment on padded/bordered button?
|
||||
- image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that?
|
||||
- image button: not taking an explicit id can be problematic. (#2464, #1390)
|
||||
|
@ -1,5 +1,5 @@
|
||||
-----------------------------------------------------------------------
|
||||
dear imgui, v1.77 WIP
|
||||
dear imgui, v1.77
|
||||
-----------------------------------------------------------------------
|
||||
examples/README.txt
|
||||
(This is the README file for the examples/ folder. See docs/ for more documentation)
|
||||
|
130
imgui.cpp
130
imgui.cpp
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.77 WIP
|
||||
// dear imgui, v1.77
|
||||
// (main code and documentation)
|
||||
|
||||
// Help:
|
||||
@ -612,7 +612,10 @@ CODE
|
||||
FREQUENTLY ASKED QUESTIONS (FAQ)
|
||||
================================
|
||||
|
||||
Read all answers online: https://www.dearimgui.org/faq, or in docs/FAQ.md (with a Markdown viewer)
|
||||
Read all answers online:
|
||||
https://www.dearimgui.org/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url)
|
||||
Read all answers locally (with a text editor or ideally a Markdown viewer):
|
||||
docs/FAQ.md
|
||||
Some answers are copied down here to facilitate searching in code.
|
||||
|
||||
Q&A: Basics
|
||||
@ -651,130 +654,15 @@ CODE
|
||||
Q: I integrated Dear ImGui in my engine and little squares are showing instead of text..
|
||||
Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..
|
||||
Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries..
|
||||
>> See https://www.dearimgui.org/faq
|
||||
>> See https://www.dearimgui.org/faq
|
||||
|
||||
Q&A: Usage
|
||||
----------
|
||||
|
||||
Q: Why are multiple widgets reacting when I interact with a single one?
|
||||
Q: How can I have multiple widgets with the same label or with an empty label?
|
||||
A: A primer on labels and the ID Stack...
|
||||
|
||||
Dear ImGui internally need to uniquely identify UI elements.
|
||||
Elements that are typically not clickable (such as calls to the Text functions) don't need an ID.
|
||||
Interactive widgets (such as calls to Button buttons) need a unique ID.
|
||||
Unique ID are used internally to track active widgets and occasionally associate state to widgets.
|
||||
Unique ID are implicitly built from the hash of multiple elements that identify the "path" to the UI element.
|
||||
|
||||
- Unique ID are often derived from a string label:
|
||||
|
||||
Button("OK"); // Label = "OK", ID = hash of (..., "OK")
|
||||
Button("Cancel"); // Label = "Cancel", ID = hash of (..., "Cancel")
|
||||
|
||||
- ID are uniquely scoped within windows, tree nodes, etc. which all pushes to the ID stack. Having
|
||||
two buttons labeled "OK" in different windows or different tree locations is fine.
|
||||
We used "..." above to signify whatever was already pushed to the ID stack previously:
|
||||
|
||||
Begin("MyWindow");
|
||||
Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "OK")
|
||||
End();
|
||||
Begin("MyOtherWindow");
|
||||
Button("OK"); // Label = "OK", ID = hash of ("MyOtherWindow", "OK")
|
||||
End();
|
||||
|
||||
- If you have a same ID twice in the same location, you'll have a conflict:
|
||||
|
||||
Button("OK");
|
||||
Button("OK"); // ID collision! Interacting with either button will trigger the first one.
|
||||
|
||||
Fear not! this is easy to solve and there are many ways to solve it!
|
||||
|
||||
- Solving ID conflict in a simple/local context:
|
||||
When passing a label you can optionally specify extra ID information within string itself.
|
||||
Use "##" to pass a complement to the ID that won't be visible to the end-user.
|
||||
This helps solving the simple collision cases when you know e.g. at compilation time which items
|
||||
are going to be created:
|
||||
|
||||
Begin("MyWindow");
|
||||
Button("Play"); // Label = "Play", ID = hash of ("MyWindow", "Play")
|
||||
Button("Play##foo1"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo1") // Different from above
|
||||
Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo2") // Different from above
|
||||
End();
|
||||
|
||||
- If you want to completely hide the label, but still need an ID:
|
||||
|
||||
Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox!
|
||||
|
||||
- Occasionally/rarely you might want change a label while preserving a constant ID. This allows
|
||||
you to animate labels. For example you may want to include varying information in a window title bar,
|
||||
but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID:
|
||||
|
||||
Button("Hello###ID"); // Label = "Hello", ID = hash of (..., "###ID")
|
||||
Button("World###ID"); // Label = "World", ID = hash of (..., "###ID") // Same as above, even though the label looks different
|
||||
|
||||
sprintf(buf, "My game (%f FPS)###MyGame", fps);
|
||||
Begin(buf); // Variable title, ID = hash of "MyGame"
|
||||
|
||||
- Solving ID conflict in a more general manner:
|
||||
Use PushID() / PopID() to create scopes and manipulate the ID stack, as to avoid ID conflicts
|
||||
within the same window. This is the most convenient way of distinguishing ID when iterating and
|
||||
creating many UI elements programmatically.
|
||||
You can push a pointer, a string or an integer value into the ID stack.
|
||||
Remember that ID are formed from the concatenation of _everything_ pushed into the ID stack.
|
||||
At each level of the stack we store the seed used for items at this level of the ID stack.
|
||||
|
||||
Begin("Window");
|
||||
for (int i = 0; i < 100; i++)
|
||||
{
|
||||
PushID(i); // Push i to the id tack
|
||||
Button("Click"); // Label = "Click", ID = hash of ("Window", i, "Click")
|
||||
PopID();
|
||||
}
|
||||
for (int i = 0; i < 100; i++)
|
||||
{
|
||||
MyObject* obj = Objects[i];
|
||||
PushID(obj);
|
||||
Button("Click"); // Label = "Click", ID = hash of ("Window", obj pointer, "Click")
|
||||
PopID();
|
||||
}
|
||||
for (int i = 0; i < 100; i++)
|
||||
{
|
||||
MyObject* obj = Objects[i];
|
||||
PushID(obj->Name);
|
||||
Button("Click"); // Label = "Click", ID = hash of ("Window", obj->Name, "Click")
|
||||
PopID();
|
||||
}
|
||||
End();
|
||||
|
||||
- You can stack multiple prefixes into the ID stack:
|
||||
|
||||
Button("Click"); // Label = "Click", ID = hash of (..., "Click")
|
||||
PushID("node");
|
||||
Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
|
||||
PushID(my_ptr);
|
||||
Button("Click"); // Label = "Click", ID = hash of (..., "node", my_ptr, "Click")
|
||||
PopID();
|
||||
PopID();
|
||||
|
||||
- Tree nodes implicitly creates a scope for you by calling PushID().
|
||||
|
||||
Button("Click"); // Label = "Click", ID = hash of (..., "Click")
|
||||
if (TreeNode("node")) // <-- this function call will do a PushID() for you (unless instructed not to, with a special flag)
|
||||
{
|
||||
Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
|
||||
TreePop();
|
||||
}
|
||||
|
||||
- When working with trees, ID are used to preserve the open/close state of each tree node.
|
||||
Depending on your use cases you may want to use strings, indices or pointers as ID.
|
||||
e.g. when following a single pointer that may change over time, using a static string as ID
|
||||
will preserve your node open/closed state when the targeted object change.
|
||||
e.g. when displaying a list of objects, using indices or pointers as ID will preserve the
|
||||
node open/closed state differently. See what makes more sense in your situation!
|
||||
|
||||
Q: How can I have widgets with an empty label?
|
||||
Q: How can I have multiple widgets with the same label?
|
||||
Q: Why are multiple widgets reacting when I interact with one?
|
||||
Q: How can I display an image? What is ImTextureID, how does it works?
|
||||
>> See https://www.dearimgui.org/faq and https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
|
||||
|
||||
Q: How can I use my own math types instead of ImVec2/ImVec4?
|
||||
Q: How can I interact with standard C++ types (such as std::string and std::vector)?
|
||||
Q: How can I display custom shapes? (using low-level ImDrawList API)
|
||||
|
11
imgui.h
11
imgui.h
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.77 WIP
|
||||
// dear imgui, v1.77
|
||||
// (headers)
|
||||
|
||||
// Help:
|
||||
@ -60,8 +60,8 @@ Index of this file:
|
||||
|
||||
// Version
|
||||
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
|
||||
#define IMGUI_VERSION "1.77 WIP"
|
||||
#define IMGUI_VERSION_NUM 17602
|
||||
#define IMGUI_VERSION "1.77"
|
||||
#define IMGUI_VERSION_NUM 17700
|
||||
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
|
||||
#define IMGUI_HAS_VIEWPORT 1 // Viewport WIP branch
|
||||
#define IMGUI_HAS_DOCK 1 // Docking WIP branch
|
||||
@ -88,8 +88,8 @@ Index of this file:
|
||||
#define IM_FMTARGS(FMT)
|
||||
#define IM_FMTLIST(FMT)
|
||||
#endif
|
||||
#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers!
|
||||
#define IM_UNUSED(_VAR) ((void)_VAR) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
|
||||
#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers!
|
||||
#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
|
||||
#if (__cplusplus >= 201100)
|
||||
#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11
|
||||
#else
|
||||
@ -1667,6 +1667,7 @@ struct ImGuiIO
|
||||
float KeysDownDurationPrev[512]; // Previous duration the key has been down
|
||||
float NavInputsDownDuration[ImGuiNavInput_COUNT];
|
||||
float NavInputsDownDurationPrev[ImGuiNavInput_COUNT];
|
||||
float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
|
||||
ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16
|
||||
ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper.
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.77 WIP
|
||||
// dear imgui, v1.77
|
||||
// (demo code)
|
||||
|
||||
// Help:
|
||||
|
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.77 WIP
|
||||
// dear imgui, v1.77
|
||||
// (drawing and font code)
|
||||
|
||||
/*
|
||||
|
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.77 WIP
|
||||
// dear imgui, v1.77
|
||||
// (internal structures/api)
|
||||
|
||||
// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
|
||||
@ -152,7 +152,7 @@ namespace ImStb
|
||||
#undef STB_TEXTEDIT_CHARTYPE
|
||||
#define STB_TEXTEDIT_STRING ImGuiInputTextState
|
||||
#define STB_TEXTEDIT_CHARTYPE ImWchar
|
||||
#define STB_TEXTEDIT_GETWIDTH_NEWLINE -1.0f
|
||||
#define STB_TEXTEDIT_GETWIDTH_NEWLINE (-1.0f)
|
||||
#define STB_TEXTEDIT_UNDOSTATECOUNT 99
|
||||
#define STB_TEXTEDIT_UNDOCHARCOUNT 999
|
||||
#include "imstb_textedit.h"
|
||||
|
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.77 WIP
|
||||
// dear imgui, v1.77
|
||||
// (widgets code)
|
||||
|
||||
/*
|
||||
@ -5644,7 +5644,7 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags
|
||||
if (p_open)
|
||||
flags |= ImGuiTreeNodeFlags_AllowItemOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton;
|
||||
bool is_open = TreeNodeBehavior(id, flags, label);
|
||||
if (p_open)
|
||||
if (p_open != NULL)
|
||||
{
|
||||
// Create a small overlapping close button
|
||||
// FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc.
|
||||
|
Loading…
Reference in New Issue
Block a user