Clarify usage of right-aligned items in Layout>Widgets Width. Tweaks FAQ, added missing syntax coloring.
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@ -85,6 +85,7 @@ Other Changes:
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- Misc: Made EndFrame() assertion for key modifiers being unchanged during the frame (added in 1.76) more
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- Misc: Made EndFrame() assertion for key modifiers being unchanged during the frame (added in 1.76) more
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lenient, allowing full mid-frame releases. This is to accommodate the use of mid-frame modal native
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lenient, allowing full mid-frame releases. This is to accommodate the use of mid-frame modal native
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windows calls, which leads backends such as GLFW to send key clearing events on focus loss. (#3575)
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windows calls, which leads backends such as GLFW to send key clearing events on focus loss. (#3575)
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- Demo: Clarify usage of right-aligned items in Demo>Layout>Widgets Width.
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- Backends: OpenGL3: Use glGetString(GL_VERSION) query instead of glGetIntegerv(GL_MAJOR_VERSION, ...)
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- Backends: OpenGL3: Use glGetString(GL_VERSION) query instead of glGetIntegerv(GL_MAJOR_VERSION, ...)
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when the later returns zero (e.g. Desktop GL 2.x). (#3530) [@xndcn]
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when the later returns zero (e.g. Desktop GL 2.x). (#3530) [@xndcn]
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- Backends: OpenGL3: Backup and restore GL_PRIMITIVE_RESTART state. (#3544) [@Xipiryon]
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- Backends: OpenGL3: Backup and restore GL_PRIMITIVE_RESTART state. (#3544) [@Xipiryon]
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41
docs/FAQ.md
41
docs/FAQ.md
@ -188,14 +188,14 @@ Unique ID are used internally to track active widgets and occasionally associate
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Unique ID are implicitly built from the hash of multiple elements that identify the "path" to the UI element.
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Unique ID are implicitly built from the hash of multiple elements that identify the "path" to the UI element.
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- Unique ID are often derived from a string label and at minimum scoped within their host window:
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- Unique ID are often derived from a string label and at minimum scoped within their host window:
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```c
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```cpp
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Begin("MyWindow");
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Begin("MyWindow");
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Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "OK")
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Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "OK")
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Button("Cancel"); // Label = "Cancel", ID = hash of ("MyWindow", "Cancel")
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Button("Cancel"); // Label = "Cancel", ID = hash of ("MyWindow", "Cancel")
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End();
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End();
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```
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```
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- Other elements such as tree nodes, etc. also pushes to the ID stack:
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- Other elements such as tree nodes, etc. also pushes to the ID stack:
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```c
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```cpp
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Begin("MyWindow");
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Begin("MyWindow");
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if (TreeNode("MyTreeNode"))
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if (TreeNode("MyTreeNode"))
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{
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{
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@ -205,7 +205,7 @@ if (TreeNode("MyTreeNode"))
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End();
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End();
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```
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```
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- Two items labeled "OK" in different windows or different tree locations won't collide:
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- Two items labeled "OK" in different windows or different tree locations won't collide:
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```
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```cpp
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Begin("MyFirstWindow");
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Begin("MyFirstWindow");
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Button("OK"); // Label = "OK", ID = hash of ("MyFirstWindow", "OK")
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Button("OK"); // Label = "OK", ID = hash of ("MyFirstWindow", "OK")
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End();
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End();
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@ -217,7 +217,7 @@ End();
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We used "..." above to signify whatever was already pushed to the ID stack previously:
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We used "..." above to signify whatever was already pushed to the ID stack previously:
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- If you have a same ID twice in the same location, you'll have a conflict:
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- If you have a same ID twice in the same location, you'll have a conflict:
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```c
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```cpp
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Button("OK");
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Button("OK");
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Button("OK"); // ID collision! Interacting with either button will trigger the first one.
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Button("OK"); // ID collision! Interacting with either button will trigger the first one.
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```
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```
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@ -228,7 +228,7 @@ When passing a label you can optionally specify extra ID information within stri
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Use "##" to pass a complement to the ID that won't be visible to the end-user.
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Use "##" to pass a complement to the ID that won't be visible to the end-user.
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This helps solving the simple collision cases when you know e.g. at compilation time which items
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This helps solving the simple collision cases when you know e.g. at compilation time which items
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are going to be created:
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are going to be created:
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```c
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```cpp
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Begin("MyWindow");
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Begin("MyWindow");
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Button("Play"); // Label = "Play", ID = hash of ("MyWindow", "Play")
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Button("Play"); // Label = "Play", ID = hash of ("MyWindow", "Play")
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Button("Play##foo1"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo1") // Different from above
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Button("Play##foo1"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo1") // Different from above
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@ -236,15 +236,15 @@ Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo
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End();
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End();
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```
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```
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- If you want to completely hide the label, but still need an ID:
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- If you want to completely hide the label, but still need an ID:
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```c
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```cpp
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Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox!
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Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox!
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```
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```
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- Occasionally/rarely you might want change a label while preserving a constant ID. This allows
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- Occasionally/rarely you might want change a label while preserving a constant ID. This allows
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you to animate labels. For example you may want to include varying information in a window title bar,
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you to animate labels. For example you may want to include varying information in a window title bar,
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but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID:
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but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID:
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```c
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```cpp
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Button("Hello###ID"); // Label = "Hello", ID = hash of (..., "###ID")
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Button("Hello###ID"); // Label = "Hello", ID = hash of (..., "###ID")
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Button("World###ID"); // Label = "World", ID = hash of (..., "###ID") // Same as above, even if the label looks different
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Button("World###ID"); // Label = "World", ID = hash of (..., "###ID") // Same ID, different label
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sprintf(buf, "My game (%f FPS)###MyGame", fps);
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sprintf(buf, "My game (%f FPS)###MyGame", fps);
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Begin(buf); // Variable title, ID = hash of "MyGame"
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Begin(buf); // Variable title, ID = hash of "MyGame"
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@ -256,7 +256,7 @@ creating many UI elements programmatically.
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You can push a pointer, a string or an integer value into the ID stack.
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You can push a pointer, a string or an integer value into the ID stack.
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Remember that ID are formed from the concatenation of _everything_ pushed into the ID stack.
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Remember that ID are formed from the concatenation of _everything_ pushed into the ID stack.
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At each level of the stack we store the seed used for items at this level of the ID stack.
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At each level of the stack we store the seed used for items at this level of the ID stack.
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```c
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```cpp
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Begin("Window");
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Begin("Window");
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for (int i = 0; i < 100; i++)
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for (int i = 0; i < 100; i++)
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{
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{
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@ -281,7 +281,7 @@ for (int i = 0; i < 100; i++)
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End();
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End();
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```
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```
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- You can stack multiple prefixes into the ID stack:
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- You can stack multiple prefixes into the ID stack:
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```c
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```cpp
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Button("Click"); // Label = "Click", ID = hash of (..., "Click")
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Button("Click"); // Label = "Click", ID = hash of (..., "Click")
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PushID("node");
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PushID("node");
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Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
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Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
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@ -291,7 +291,7 @@ PushID("node");
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PopID();
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PopID();
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```
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```
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- Tree nodes implicitly creates a scope for you by calling PushID().
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- Tree nodes implicitly creates a scope for you by calling PushID().
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```c
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```cpp
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Button("Click"); // Label = "Click", ID = hash of (..., "Click")
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Button("Click"); // Label = "Click", ID = hash of (..., "Click")
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if (TreeNode("node")) // <-- this function call will do a PushID() for you (unless instructed not to, with a special flag)
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if (TreeNode("node")) // <-- this function call will do a PushID() for you (unless instructed not to, with a special flag)
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{
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{
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@ -328,22 +328,22 @@ Long explanation:
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ImTextureID is nothing more that a void*, aka 4/8 bytes worth of data: just enough to store 1 pointer or 1 integer of your choice.
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ImTextureID is nothing more that a void*, aka 4/8 bytes worth of data: just enough to store 1 pointer or 1 integer of your choice.
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Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely pass ImTextureID values until they reach your rendering function.
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Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely pass ImTextureID values until they reach your rendering function.
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- In the [examples/](https://github.com/ocornut/imgui/tree/master/examples) backends, for each graphics API we decided on a type that is likely to be a good representation for specifying an image from the end-user perspective. This is what the _examples_ rendering functions are using:
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- In the [examples/](https://github.com/ocornut/imgui/tree/master/examples) backends, for each graphics API we decided on a type that is likely to be a good representation for specifying an image from the end-user perspective. This is what the _examples_ rendering functions are using:
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```
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```cpp
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OpenGL:
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OpenGL:
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- ImTextureID = GLuint
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- ImTextureID = GLuint
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- See ImGui_ImplOpenGL3_RenderDrawData() function in imgui_impl_opengl3.cpp
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- See ImGui_ImplOpenGL3_RenderDrawData() function in imgui_impl_opengl3.cpp
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```
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```
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```
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```cpp
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DirectX9:
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DirectX9:
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- ImTextureID = LPDIRECT3DTEXTURE9
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- ImTextureID = LPDIRECT3DTEXTURE9
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- See ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp
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- See ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp
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```
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```
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```
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```cpp
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DirectX11:
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DirectX11:
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- ImTextureID = ID3D11ShaderResourceView*
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- ImTextureID = ID3D11ShaderResourceView*
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- See ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp
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- See ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp
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```
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```
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```
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```cpp
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DirectX12:
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DirectX12:
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- ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE
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- ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE
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- See ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp
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- See ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp
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@ -429,8 +429,7 @@ provide similar or better string helpers.
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### Q: How can I display custom shapes? (using low-level ImDrawList API)
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### Q: How can I display custom shapes? (using low-level ImDrawList API)
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- You can use the low-level `ImDrawList` api to render shapes within a window.
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- You can use the low-level `ImDrawList` api to render shapes within a window.
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```cpp
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```
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ImGui::Begin("My shapes");
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ImGui::Begin("My shapes");
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ImDrawList* draw_list = ImGui::GetWindowDrawList();
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ImDrawList* draw_list = ImGui::GetWindowDrawList();
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@ -466,9 +465,9 @@ ImGui::End();
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### Q: How should I handle DPI in my application?
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### Q: How should I handle DPI in my application?
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The short answer is: obtain the desired DPI scale, load a suitable font resized with that scale (always round down font size to nearest integer), and scale your Style structure accordingly using `style.ScaleAllSizes()`.
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The short answer is: obtain the desired DPI scale, load your fonts resized with that scale (always round down fonts size to nearest integer), and scale your Style structure accordingly using `style.ScaleAllSizes()`.
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Your application may want to detect DPI change and reload the font and reset style being frames.
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Your application may want to detect DPI change and reload the fonts and reset style between frames.
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Your ui code should avoid using hardcoded constants for size and positioning. Prefer to express values as multiple of reference values such as `ImGui::GetFontSize()` or `ImGui::GetFrameHeight()`. So e.g. instead of seeing a hardcoded height of 500 for a given item/window, you may want to use `30*ImGui::GetFontSize()` instead.
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Your ui code should avoid using hardcoded constants for size and positioning. Prefer to express values as multiple of reference values such as `ImGui::GetFontSize()` or `ImGui::GetFrameHeight()`. So e.g. instead of seeing a hardcoded height of 500 for a given item/window, you may want to use `30*ImGui::GetFontSize()` instead.
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@ -507,7 +506,7 @@ backslash \ within a string literal, you need to write it double backslash "\\":
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```cpp
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```cpp
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io.Fonts->AddFontFromFileTTF("MyFolder\MyFont.ttf", size); // WRONG (you are escaping the M here!)
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io.Fonts->AddFontFromFileTTF("MyFolder\MyFont.ttf", size); // WRONG (you are escaping the M here!)
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io.Fonts->AddFontFromFileTTF("MyFolder\\MyFont.ttf", size; // CORRECT
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io.Fonts->AddFontFromFileTTF("MyFolder\\MyFont.ttf", size; // CORRECT (Windows only)
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io.Fonts->AddFontFromFileTTF("MyFolder/MyFont.ttf", size); // ALSO CORRECT
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io.Fonts->AddFontFromFileTTF("MyFolder/MyFont.ttf", size); // ALSO CORRECT
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```
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```
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@ -644,7 +643,7 @@ There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/ci
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# Q&A: Community
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# Q&A: Community
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### Q: How can I help?
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### Q: How can I help?
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- Businesses: please reach out to `contact AT dearimgui.org` if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding we can hire more people working on this project.
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- Businesses: please reach out to `contact AT dearimgui.com` if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding we can hire more people working on this project.
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- Individuals: you can support continued maintenance and development via PayPal donations. See [README](https://github.com/ocornut/imgui/blob/master/docs/README.md).
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- Individuals: you can support continued maintenance and development via PayPal donations. See [README](https://github.com/ocornut/imgui/blob/master/docs/README.md).
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- If you are experienced with Dear ImGui and C++, look at the [GitHub Issues](https://github.com/ocornut/imgui/issues), look at the [Wiki](https://github.com/ocornut/imgui/wiki), read [docs/TODO.txt](https://github.com/ocornut/imgui/blob/master/docs/TODO.txt) and see how you want to help and can help!
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- If you are experienced with Dear ImGui and C++, look at the [GitHub Issues](https://github.com/ocornut/imgui/issues), look at the [Wiki](https://github.com/ocornut/imgui/wiki), read [docs/TODO.txt](https://github.com/ocornut/imgui/blob/master/docs/TODO.txt) and see how you want to help and can help!
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- Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
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- Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
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@ -311,39 +311,31 @@ In some situations, you may also use `/` path separator under Windows.
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Some fonts files are available in the `misc/fonts/` folder:
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Some fonts files are available in the `misc/fonts/` folder:
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```
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**Roboto-Medium.ttf**, by Christian Robetson
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Roboto-Medium.ttf
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<br>Apache License 2.0
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Apache License 2.0
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<br>https://fonts.google.com/specimen/Roboto
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by Christian Robetson
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https://fonts.google.com/specimen/Roboto
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Cousine-Regular.ttf
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**Cousine-Regular.ttf**, by Steve Matteson
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by Steve Matteson
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<br>Digitized data copyright (c) 2010 Google Corporation.
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Digitized data copyright (c) 2010 Google Corporation.
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<br>Licensed under the SIL Open Font License, Version 1.1
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Licensed under the SIL Open Font License, Version 1.1
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<br>https://fonts.google.com/specimen/Cousine
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https://fonts.google.com/specimen/Cousine
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DroidSans.ttf
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**DroidSans.ttf**, by Steve Matteson
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Copyright (c) Steve Matteson
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<br>Apache License 2.0
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Apache License, version 2.0
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<br>https://www.fontsquirrel.com/fonts/droid-sans
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https://www.fontsquirrel.com/fonts/droid-sans
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ProggyClean.ttf
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**ProggyClean.ttf**, by Tristan Grimmer
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Copyright (c) 2004, 2005 Tristan Grimmer
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<br>MIT License
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MIT License
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<br>(recommended loading setting: Size = 13.0, GlyphOffset.y = +1)
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recommended loading setting: Size = 13.0, GlyphOffset.y = +1
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<br>http://www.proggyfonts.net/
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http://www.proggyfonts.net/
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ProggyTiny.ttf
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**ProggyTiny.ttf**, by Tristan Grimmer
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Copyright (c) 2004, 2005 Tristan Grimmer
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<br>MIT License
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MIT License
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<br>(recommended loading setting: Size = 10.0, GlyphOffset.y = +1)
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recommended loading setting: Size = 10.0, GlyphOffset.y = +1
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<br>http://www.proggyfonts.net/
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http://www.proggyfonts.net/
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Karla-Regular.ttf
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**Karla-Regular.ttf**, by Jonathan Pinhorn
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Copyright (c) 2012, Jonathan Pinhorn
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<br>SIL OPEN FONT LICENSE Version 1.1
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SIL OPEN FONT LICENSE Version 1.1
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```
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##### [Return to Index](#index)
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##### [Return to Index](#index)
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@ -3410,7 +3410,7 @@ void ImGui::UpdateMouseMovingWindowEndFrame()
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if (root_window != NULL && !is_closed_popup)
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if (root_window != NULL && !is_closed_popup)
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{
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{
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StartMouseMovingWindow(g.HoveredWindow);
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StartMouseMovingWindow(g.HoveredWindow); //-V595
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// Cancel moving if clicked outside of title bar
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// Cancel moving if clicked outside of title bar
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if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(root_window->Flags & ImGuiWindowFlags_NoTitleBar))
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if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(root_window->Flags & ImGuiWindowFlags_NoTitleBar))
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@ -308,8 +308,8 @@ void ImGui::ShowDemoWindow(bool* p_open)
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// Most "big" widgets share a common width settings by default. See 'Demo->Layout->Widgets Width' for details.
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// Most "big" widgets share a common width settings by default. See 'Demo->Layout->Widgets Width' for details.
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// e.g. Use 2/3 of the space for widgets and 1/3 for labels (default)
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// e.g. Use 2/3 of the space for widgets and 1/3 for labels (right align)
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//ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.65f);
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//ImGui::PushItemWidth(-ImGui::GetWindowWidth() * 0.35f);
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// e.g. Leave a fixed amount of width for labels (by passing a negative value), the rest goes to widgets.
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// e.g. Leave a fixed amount of width for labels (by passing a negative value), the rest goes to widgets.
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ImGui::PushItemWidth(ImGui::GetFontSize() * -12);
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ImGui::PushItemWidth(ImGui::GetFontSize() * -12);
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@ -476,6 +476,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
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ShowDemoWindowMisc();
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ShowDemoWindowMisc();
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// End of ShowDemoWindow()
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// End of ShowDemoWindow()
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ImGui::PopItemWidth();
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ImGui::End();
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ImGui::End();
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}
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}
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@ -2170,34 +2171,69 @@ static void ShowDemoWindowLayout()
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// e.g. Using '20.0f * GetFontSize()' as width instead of '200.0f', etc.
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// e.g. Using '20.0f * GetFontSize()' as width instead of '200.0f', etc.
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||||||
|
|
||||||
static float f = 0.0f;
|
static float f = 0.0f;
|
||||||
|
static bool show_indented_items = true;
|
||||||
|
ImGui::Checkbox("Show indented items", &show_indented_items);
|
||||||
|
|
||||||
ImGui::Text("SetNextItemWidth/PushItemWidth(100)");
|
ImGui::Text("SetNextItemWidth/PushItemWidth(100)");
|
||||||
ImGui::SameLine(); HelpMarker("Fixed width.");
|
ImGui::SameLine(); HelpMarker("Fixed width.");
|
||||||
ImGui::SetNextItemWidth(100);
|
ImGui::PushItemWidth(100);
|
||||||
ImGui::DragFloat("float##1", &f);
|
ImGui::DragFloat("float##1b", &f);
|
||||||
|
if (show_indented_items)
|
||||||
ImGui::Text("SetNextItemWidth/PushItemWidth(GetWindowWidth() * 0.5f)");
|
{
|
||||||
ImGui::SameLine(); HelpMarker("Half of window width.");
|
ImGui::Indent();
|
||||||
ImGui::SetNextItemWidth(ImGui::GetWindowWidth() * 0.5f);
|
ImGui::DragFloat("float (indented)##1b", &f);
|
||||||
ImGui::DragFloat("float##2", &f);
|
ImGui::Unindent();
|
||||||
|
}
|
||||||
ImGui::Text("SetNextItemWidth/PushItemWidth(GetContentRegionAvail().x * 0.5f)");
|
ImGui::PopItemWidth();
|
||||||
ImGui::SameLine(); HelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)");
|
|
||||||
ImGui::SetNextItemWidth(ImGui::GetContentRegionAvail().x * 0.5f);
|
|
||||||
ImGui::DragFloat("float##3", &f);
|
|
||||||
|
|
||||||
ImGui::Text("SetNextItemWidth/PushItemWidth(-100)");
|
ImGui::Text("SetNextItemWidth/PushItemWidth(-100)");
|
||||||
ImGui::SameLine(); HelpMarker("Align to right edge minus 100");
|
ImGui::SameLine(); HelpMarker("Align to right edge minus 100");
|
||||||
ImGui::SetNextItemWidth(-100);
|
ImGui::PushItemWidth(-100);
|
||||||
ImGui::DragFloat("float##4", &f);
|
ImGui::DragFloat("float##2a", &f);
|
||||||
|
if (show_indented_items)
|
||||||
|
{
|
||||||
|
ImGui::Indent();
|
||||||
|
ImGui::DragFloat("float (indented)##2b", &f);
|
||||||
|
ImGui::Unindent();
|
||||||
|
}
|
||||||
|
ImGui::PopItemWidth();
|
||||||
|
|
||||||
|
ImGui::Text("SetNextItemWidth/PushItemWidth(GetContentRegionAvail().x * 0.5f)");
|
||||||
|
ImGui::SameLine(); HelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)");
|
||||||
|
ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x * 0.5f);
|
||||||
|
ImGui::DragFloat("float##3a", &f);
|
||||||
|
if (show_indented_items)
|
||||||
|
{
|
||||||
|
ImGui::Indent();
|
||||||
|
ImGui::DragFloat("float (indented)##3b", &f);
|
||||||
|
ImGui::Unindent();
|
||||||
|
}
|
||||||
|
ImGui::PopItemWidth();
|
||||||
|
|
||||||
|
ImGui::Text("SetNextItemWidth/PushItemWidth(-GetContentRegionAvail().x * 0.5f)");
|
||||||
|
ImGui::SameLine(); HelpMarker("Align to right edge minus half");
|
||||||
|
ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f);
|
||||||
|
ImGui::DragFloat("float##4a", &f);
|
||||||
|
if (show_indented_items)
|
||||||
|
{
|
||||||
|
ImGui::Indent();
|
||||||
|
ImGui::DragFloat("float (indented)##4b", &f);
|
||||||
|
ImGui::Unindent();
|
||||||
|
}
|
||||||
|
ImGui::PopItemWidth();
|
||||||
|
|
||||||
// Demonstrate using PushItemWidth to surround three items.
|
// Demonstrate using PushItemWidth to surround three items.
|
||||||
// Calling SetNextItemWidth() before each of them would have the same effect.
|
// Calling SetNextItemWidth() before each of them would have the same effect.
|
||||||
ImGui::Text("SetNextItemWidth/PushItemWidth(-1)");
|
ImGui::Text("SetNextItemWidth/PushItemWidth(-FLT_MIN)");
|
||||||
ImGui::SameLine(); HelpMarker("Align to right edge");
|
ImGui::SameLine(); HelpMarker("Align to right edge");
|
||||||
ImGui::PushItemWidth(-1);
|
ImGui::PushItemWidth(-FLT_MIN);
|
||||||
ImGui::DragFloat("##float5a", &f);
|
ImGui::DragFloat("##float5a", &f);
|
||||||
ImGui::DragFloat("##float5b", &f);
|
if (show_indented_items)
|
||||||
ImGui::DragFloat("##float5c", &f);
|
{
|
||||||
|
ImGui::Indent();
|
||||||
|
ImGui::DragFloat("float (indented)##5b", &f);
|
||||||
|
ImGui::Unindent();
|
||||||
|
}
|
||||||
ImGui::PopItemWidth();
|
ImGui::PopItemWidth();
|
||||||
|
|
||||||
ImGui::TreePop();
|
ImGui::TreePop();
|
||||||
|
Loading…
Reference in New Issue
Block a user