mirror of
https://github.com/ocornut/imgui.git
synced 2024-11-15 11:33:29 +01:00
Merge branch 'master' into docking
# Conflicts: # imgui.cpp # imgui_internal.h # imgui_widgets.cpp
This commit is contained in:
commit
16abfa5eb6
@ -9,7 +9,8 @@
|
||||
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
|
||||
// [ ] Platform: Missing gamepad support.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
|
@ -9,7 +9,8 @@
|
||||
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
|
||||
// [ ] Platform: Missing gamepad support.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
|
@ -11,9 +11,10 @@
|
||||
// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
|
||||
// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446)
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
|
@ -11,9 +11,10 @@
|
||||
// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
|
||||
// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446)
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
#pragma once
|
||||
|
||||
|
@ -6,7 +6,8 @@
|
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// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
|
@ -6,7 +6,8 @@
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
|
@ -6,7 +6,8 @@
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
|
@ -6,7 +6,8 @@
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
|
@ -11,7 +11,8 @@
|
||||
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
|
||||
// This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
|
@ -10,7 +10,8 @@
|
||||
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
|
||||
// This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
|
@ -6,7 +6,8 @@
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
|
@ -6,7 +6,8 @@
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
|
@ -13,7 +13,8 @@
|
||||
// Issues:
|
||||
// [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
|
@ -12,7 +12,8 @@
|
||||
// Issues:
|
||||
// [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
|
@ -11,7 +11,8 @@
|
||||
// [ ] Platform: Missing clipboard support (not supported by Glut).
|
||||
// [ ] Platform: Missing gamepad support.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
|
@ -11,7 +11,8 @@
|
||||
// [ ] Platform: Missing clipboard support (not supported by Glut).
|
||||
// [ ] Platform: Missing gamepad support.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
|
@ -6,7 +6,8 @@
|
||||
// Missing features:
|
||||
// [ ] Renderer: Clipping rectangles are not honored.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
|
@ -4,7 +4,8 @@
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
|
@ -7,7 +7,8 @@
|
||||
// Missing features:
|
||||
// [ ] Renderer: Multi-viewport / platform windows.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
|
@ -7,7 +7,8 @@
|
||||
// Missing features:
|
||||
// [ ] Renderer: Multi-viewport / platform windows.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
|
@ -5,7 +5,8 @@
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
|
@ -5,7 +5,8 @@
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
|
@ -8,7 +8,8 @@
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
|
@ -8,7 +8,8 @@
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
|
@ -9,7 +9,8 @@
|
||||
// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
|
||||
// [ ] Platform: Multi-viewport / platform windows.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
|
@ -9,7 +9,8 @@
|
||||
// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
|
||||
// [ ] Platform: Multi-viewport / platform windows.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
|
@ -13,7 +13,8 @@
|
||||
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
|
||||
// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows).
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
|
@ -12,7 +12,8 @@
|
||||
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
|
||||
// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows).
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
|
@ -7,7 +7,8 @@
|
||||
// Missing features:
|
||||
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this backend! See https://github.com/ocornut/imgui/pull/914
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
|
@ -7,7 +7,8 @@
|
||||
// [ ] Platform: Multi-viewport / platform windows.
|
||||
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this backend! See https://github.com/ocornut/imgui/pull/914
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
|
@ -6,7 +6,8 @@
|
||||
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
|
@ -6,7 +6,8 @@
|
||||
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
|
@ -8,7 +8,8 @@
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
|
@ -8,7 +8,8 @@
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
|
@ -104,6 +104,8 @@ Other changes:
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Other Changes:
|
||||
- TabBar: Fixed using more than 32 KB-worth of tab names. (#4176)
|
||||
- Fixed printf-style format checks on non-MinGW flavors. (#4183, #3592)
|
||||
- Demo: Fixed requirement in 1.83 to link with imgui_demo.cpp if IMGUI_DISABLE_METRICS_WINDOW is not set. (#4171)
|
||||
Normally the right way to disable compiling the demo is to set IMGUI_DISABLE_DEMO_WINDOWS, but we want to avoid
|
||||
implying that the file is required.
|
||||
|
@ -199,7 +199,7 @@ Ongoing Dear ImGui development is currently financially supported by users and p
|
||||
- [Blizzard](https://careers.blizzard.com/en-us/openings/engineering/all/all/all/1), [Google](https://github.com/google/filament), [Nvidia](https://developer.nvidia.com/nvidia-omniverse)
|
||||
|
||||
*Double-chocolate and Salty caramel sponsors*
|
||||
- [Activision](https://careers.activision.com/c/programmingsoftware-engineering-jobs), [Aras Pranckevičius](https://aras-p.info), [Arkane Studios](https://www.arkane-studios.com), [Framefield](http://framefield.com), [Grinding Gear Games](https://www.grindinggear.com), [Kylotonn](https://www.kylotonn.com), [Next Level Games](https://www.nextlevelgames.com), [RAD Game Tools](http://www.radgametools.com/), [O-Net Communications (USA)](http://en.o-netcom.com), [Supercell](https://supercell.com), [Ubisoft](https://montreal.ubisoft.com/en/ubisoft-sponsors-user-interface-library-for-c-dear-imgui)
|
||||
- [Activision](https://careers.activision.com/c/programmingsoftware-engineering-jobs), [Adobe](https://www.adobe.com/products/medium.html), [Aras Pranckevičius](https://aras-p.info), [Arkane Studios](https://www.arkane-studios.com), [Framefield](http://framefield.com), [Grinding Gear Games](https://www.grindinggear.com), [Kylotonn](https://www.kylotonn.com), [Next Level Games](https://www.nextlevelgames.com), [RAD Game Tools](http://www.radgametools.com/), [O-Net Communications (USA)](http://en.o-netcom.com), [Supercell](https://supercell.com), [Ubisoft](https://montreal.ubisoft.com/en/ubisoft-sponsors-user-interface-library-for-c-dear-imgui)
|
||||
|
||||
Please see [detailed list of Dear ImGui supporters](https://github.com/ocornut/imgui/wiki/Sponsors) for past sponsors.
|
||||
From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations.
|
||||
|
29
imgui.cpp
29
imgui.cpp
@ -9221,7 +9221,7 @@ ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& s
|
||||
}
|
||||
|
||||
// Note that this is used for popups, which can overlap the non work-area of individual viewports.
|
||||
ImRect ImGui::GetWindowAllowedExtentRect(ImGuiWindow* window)
|
||||
ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImRect r_screen;
|
||||
@ -9246,7 +9246,7 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
|
||||
ImRect r_outer = GetWindowAllowedExtentRect(window);
|
||||
ImRect r_outer = GetPopupAllowedExtentRect(window);
|
||||
if (window->Flags & ImGuiWindowFlags_ChildMenu)
|
||||
{
|
||||
// Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds.
|
||||
@ -16249,10 +16249,10 @@ void ImGui::ShowMetricsWindow(bool* p_open)
|
||||
cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count);
|
||||
if (cfg->ShowTablesRects && g.NavWindow != NULL)
|
||||
{
|
||||
for (int table_n = 0; table_n < g.Tables.GetSize(); table_n++)
|
||||
for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
|
||||
{
|
||||
ImGuiTable* table = g.Tables.GetByIndex(table_n);
|
||||
if (table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow))
|
||||
ImGuiTable* table = g.Tables.TryGetMapData(table_n);
|
||||
if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow))
|
||||
continue;
|
||||
|
||||
BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name);
|
||||
@ -16369,11 +16369,11 @@ void ImGui::ShowMetricsWindow(bool* p_open)
|
||||
}
|
||||
|
||||
// Details for TabBars
|
||||
if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetSize()))
|
||||
if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount()))
|
||||
{
|
||||
for (int n = 0; n < g.TabBars.GetSize(); n++)
|
||||
for (int n = 0; n < g.TabBars.GetMapSize(); n++)
|
||||
if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n))
|
||||
{
|
||||
ImGuiTabBar* tab_bar = g.TabBars.GetByIndex(n);
|
||||
PushID(tab_bar);
|
||||
DebugNodeTabBar(tab_bar, "TabBar");
|
||||
PopID();
|
||||
@ -16382,10 +16382,11 @@ void ImGui::ShowMetricsWindow(bool* p_open)
|
||||
}
|
||||
|
||||
// Details for Tables
|
||||
if (TreeNode("Tables", "Tables (%d)", g.Tables.GetSize()))
|
||||
if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount()))
|
||||
{
|
||||
for (int n = 0; n < g.Tables.GetSize(); n++)
|
||||
DebugNodeTable(g.Tables.GetByIndex(n));
|
||||
for (int n = 0; n < g.Tables.GetMapSize(); n++)
|
||||
if (ImGuiTable* table = g.Tables.TryGetMapData(n))
|
||||
DebugNodeTable(table);
|
||||
TreePop();
|
||||
}
|
||||
|
||||
@ -16555,10 +16556,10 @@ void ImGui::ShowMetricsWindow(bool* p_open)
|
||||
// Overlay: Display Tables Rectangles
|
||||
if (cfg->ShowTablesRects)
|
||||
{
|
||||
for (int table_n = 0; table_n < g.Tables.GetSize(); table_n++)
|
||||
for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
|
||||
{
|
||||
ImGuiTable* table = g.Tables.GetByIndex(table_n);
|
||||
if (table->LastFrameActive < g.FrameCount - 1)
|
||||
ImGuiTable* table = g.Tables.TryGetMapData(table_n);
|
||||
if (table == NULL || table->LastFrameActive < g.FrameCount - 1)
|
||||
continue;
|
||||
ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow);
|
||||
if (cfg->ShowTablesRectsType >= TRT_ColumnsRect)
|
||||
|
10
imgui.h
10
imgui.h
@ -62,7 +62,7 @@ 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 "1.84 WIP"
|
||||
#define IMGUI_VERSION_NUM 18302
|
||||
#define IMGUI_VERSION_NUM 18304
|
||||
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
|
||||
#define IMGUI_HAS_TABLE
|
||||
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
|
||||
@ -92,12 +92,12 @@ Index of this file:
|
||||
#endif
|
||||
|
||||
// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
|
||||
#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__clang__)
|
||||
#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1)))
|
||||
#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
|
||||
#elif !defined(IMGUI_USE_STB_SPRINTF) && defined(__GNUC__) && defined(__MINGW32__)
|
||||
#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__)
|
||||
#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1)))
|
||||
#define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0)))
|
||||
#elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__))
|
||||
#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1)))
|
||||
#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
|
||||
#else
|
||||
#define IM_FMTARGS(FMT)
|
||||
#define IM_FMTLIST(FMT)
|
||||
|
@ -624,20 +624,30 @@ struct IMGUI_API ImPool
|
||||
ImVector<T> Buf; // Contiguous data
|
||||
ImGuiStorage Map; // ID->Index
|
||||
ImPoolIdx FreeIdx; // Next free idx to use
|
||||
ImPoolIdx AliveCount; // Number of active/alive items (for display purpose)
|
||||
|
||||
ImPool() { FreeIdx = 0; }
|
||||
ImPool() { FreeIdx = AliveCount = 0; }
|
||||
~ImPool() { Clear(); }
|
||||
T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Buf[idx] : NULL; }
|
||||
T* GetByIndex(ImPoolIdx n) { return &Buf[n]; }
|
||||
ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Buf.Data && p < Buf.Data + Buf.Size); return (ImPoolIdx)(p - Buf.Data); }
|
||||
T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Buf[*p_idx]; *p_idx = FreeIdx; return Add(); }
|
||||
bool Contains(const T* p) const { return (p >= Buf.Data && p < Buf.Data + Buf.Size); }
|
||||
void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Buf[idx].~T(); } Map.Clear(); Buf.clear(); FreeIdx = 0; }
|
||||
T* Add() { int idx = FreeIdx; if (idx == Buf.Size) { Buf.resize(Buf.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Buf[idx]; } IM_PLACEMENT_NEW(&Buf[idx]) T(); return &Buf[idx]; }
|
||||
void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Buf[idx].~T(); } Map.Clear(); Buf.clear(); FreeIdx = AliveCount = 0; }
|
||||
T* Add() { int idx = FreeIdx; if (idx == Buf.Size) { Buf.resize(Buf.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Buf[idx]; } IM_PLACEMENT_NEW(&Buf[idx]) T(); AliveCount++; return &Buf[idx]; }
|
||||
void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); }
|
||||
void Remove(ImGuiID key, ImPoolIdx idx) { Buf[idx].~T(); *(int*)&Buf[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); }
|
||||
void Remove(ImGuiID key, ImPoolIdx idx) { Buf[idx].~T(); *(int*)&Buf[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); AliveCount--; }
|
||||
void Reserve(int capacity) { Buf.reserve(capacity); Map.Data.reserve(capacity); }
|
||||
int GetSize() const { return Buf.Size; }
|
||||
|
||||
// To iterate a ImPool: for (int n = 0; n < pool.GetMapSize(); n++) if (T* t = pool.TryGetMapData(n)) { ... }
|
||||
// Can be avoided if you know .Remove() has never been called on the pool, or AliveCount == GetMapSize()
|
||||
int GetAliveCount() const { return AliveCount; } // Number of active/alive items in the pool (for display purpose)
|
||||
int GetBufSize() const { return Buf.Size; }
|
||||
int GetMapSize() const { return Map.Data.Size; } // It is the map we need iterate to find valid items, since we don't have "alive" storage anywhere
|
||||
T* TryGetMapData(ImPoolIdx n) { int idx = Map.Data[n].val_i; if (idx == -1) return NULL; return GetByIndex(idx); }
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
int GetSize() { return GetMapSize(); } // For ImPlot: should use GetMapSize() from (IMGUI_VERSION_NUM >= 18304)
|
||||
#endif
|
||||
};
|
||||
|
||||
// Helper: ImChunkStream<>
|
||||
@ -2168,7 +2178,7 @@ enum ImGuiTabItemFlagsPrivate_
|
||||
ImGuiTabItemFlags_Preview = 1 << 23 // [Docking] Display tab shape for docking preview (height is adjusted slightly to compensate for the yet missing tab bar)
|
||||
};
|
||||
|
||||
// Storage for one active tab item (sizeof() 32~40 bytes)
|
||||
// Storage for one active tab item (sizeof() 48 bytes)
|
||||
struct ImGuiTabItem
|
||||
{
|
||||
ImGuiID ID;
|
||||
@ -2179,12 +2189,12 @@ struct ImGuiTabItem
|
||||
float Offset; // Position relative to beginning of tab
|
||||
float Width; // Width currently displayed
|
||||
float ContentWidth; // Width of label, stored during BeginTabItem() call
|
||||
ImS16 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames
|
||||
ImS32 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames
|
||||
ImS16 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable
|
||||
ImS16 IndexDuringLayout; // Index only used during TabBarLayout()
|
||||
bool WantClose; // Marked as closed by SetTabItemClosed()
|
||||
|
||||
ImGuiTabItem() { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; NameOffset = BeginOrder = IndexDuringLayout = -1; }
|
||||
ImGuiTabItem() { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; BeginOrder = IndexDuringLayout = -1; }
|
||||
};
|
||||
|
||||
// Storage for a tab bar (sizeof() 152 bytes)
|
||||
@ -2228,7 +2238,7 @@ struct IMGUI_API ImGuiTabBar
|
||||
{
|
||||
if (tab->Window)
|
||||
return tab->Window->Name;
|
||||
IM_ASSERT(tab->NameOffset != -1 && (int)tab->NameOffset < TabsNames.Buf.Size);
|
||||
IM_ASSERT(tab->NameOffset != -1 && tab->NameOffset < TabsNames.Buf.Size);
|
||||
return TabsNames.Buf.Data + tab->NameOffset;
|
||||
}
|
||||
};
|
||||
@ -2507,7 +2517,6 @@ namespace ImGui
|
||||
IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent);
|
||||
IMGUI_API bool IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below);
|
||||
IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window);
|
||||
IMGUI_API ImRect GetWindowAllowedExtentRect(ImGuiWindow* window);
|
||||
IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0);
|
||||
IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0);
|
||||
IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0);
|
||||
@ -2621,11 +2630,15 @@ namespace ImGui
|
||||
IMGUI_API bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags);
|
||||
IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags);
|
||||
IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags tooltip_flags);
|
||||
IMGUI_API ImRect GetPopupAllowedExtentRect(ImGuiWindow* window);
|
||||
IMGUI_API ImGuiWindow* GetTopMostPopupModal();
|
||||
IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window);
|
||||
IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy);
|
||||
IMGUI_API bool BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags);
|
||||
|
||||
// Combos
|
||||
IMGUI_API bool BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags);
|
||||
|
||||
// Gamepad/Keyboard Navigation
|
||||
IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit);
|
||||
IMGUI_API bool NavMoveRequestButNoResultYet();
|
||||
|
@ -3293,8 +3293,9 @@ void ImGui::TableLoadSettings(ImGuiTable* table)
|
||||
static void TableSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
|
||||
{
|
||||
ImGuiContext& g = *ctx;
|
||||
for (int i = 0; i != g.Tables.GetSize(); i++)
|
||||
g.Tables.GetByIndex(i)->SettingsOffset = -1;
|
||||
for (int i = 0; i != g.Tables.GetMapSize(); i++)
|
||||
if (ImGuiTable* table = g.Tables.TryGetMapData(i))
|
||||
table->SettingsOffset = -1;
|
||||
g.SettingsTables.clear();
|
||||
}
|
||||
|
||||
@ -3302,9 +3303,9 @@ static void TableSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandle
|
||||
static void TableSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
|
||||
{
|
||||
ImGuiContext& g = *ctx;
|
||||
for (int i = 0; i != g.Tables.GetSize(); i++)
|
||||
for (int i = 0; i != g.Tables.GetMapSize(); i++)
|
||||
if (ImGuiTable* table = g.Tables.TryGetMapData(i))
|
||||
{
|
||||
ImGuiTable* table = g.Tables.GetByIndex(i);
|
||||
table->IsSettingsRequestLoad = true;
|
||||
table->SettingsOffset = -1;
|
||||
}
|
||||
|
@ -1543,7 +1543,9 @@ void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_exc
|
||||
//-------------------------------------------------------------------------
|
||||
// [SECTION] Widgets: ComboBox
|
||||
//-------------------------------------------------------------------------
|
||||
// - CalcMaxPopupHeightFromItemCount() [Internal]
|
||||
// - BeginCombo()
|
||||
// - BeginComboPopup() [Internal]
|
||||
// - EndCombo()
|
||||
// - Combo()
|
||||
//-------------------------------------------------------------------------
|
||||
@ -1558,74 +1560,84 @@ static float CalcMaxPopupHeightFromItemCount(int items_count)
|
||||
|
||||
bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags)
|
||||
{
|
||||
// Always consume the SetNextWindowSizeConstraint() call in our early return paths
|
||||
ImGuiContext& g = *GImGui;
|
||||
bool has_window_size_constraint = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) != 0;
|
||||
g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint;
|
||||
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
|
||||
ImGuiNextWindowDataFlags backup_next_window_data_flags = g.NextWindowData.Flags;
|
||||
g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
|
||||
if (window->SkipItems)
|
||||
return false;
|
||||
|
||||
IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together
|
||||
|
||||
const ImGuiStyle& style = g.Style;
|
||||
const ImGuiID id = window->GetID(label);
|
||||
IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together
|
||||
|
||||
const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight();
|
||||
const ImVec2 label_size = CalcTextSize(label, NULL, true);
|
||||
const float expected_w = CalcItemWidth();
|
||||
const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : expected_w;
|
||||
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f));
|
||||
const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
|
||||
const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : CalcItemWidth();
|
||||
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f));
|
||||
const ImRect total_bb(bb.Min, bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
|
||||
ItemSize(total_bb, style.FramePadding.y);
|
||||
if (!ItemAdd(total_bb, id, &frame_bb))
|
||||
if (!ItemAdd(total_bb, id, &bb))
|
||||
return false;
|
||||
|
||||
// Open on click
|
||||
bool hovered, held;
|
||||
bool pressed = ButtonBehavior(frame_bb, id, &hovered, &held);
|
||||
|
||||
bool pressed = ButtonBehavior(bb, id, &hovered, &held);
|
||||
const ImGuiID popup_id = ImHashStr("##ComboPopup", 0, id);
|
||||
bool popup_open = IsPopupOpen(popup_id, ImGuiPopupFlags_None);
|
||||
|
||||
const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
|
||||
const float value_x2 = ImMax(frame_bb.Min.x, frame_bb.Max.x - arrow_size);
|
||||
RenderNavHighlight(frame_bb, id);
|
||||
if (!(flags & ImGuiComboFlags_NoPreview))
|
||||
window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(value_x2, frame_bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersLeft);
|
||||
if (!(flags & ImGuiComboFlags_NoArrowButton))
|
||||
{
|
||||
ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
|
||||
ImU32 text_col = GetColorU32(ImGuiCol_Text);
|
||||
window->DrawList->AddRectFilled(ImVec2(value_x2, frame_bb.Min.y), frame_bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersRight);
|
||||
if (value_x2 + arrow_size - style.FramePadding.x <= frame_bb.Max.x)
|
||||
RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f);
|
||||
}
|
||||
RenderFrameBorder(frame_bb.Min, frame_bb.Max, style.FrameRounding);
|
||||
if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview))
|
||||
{
|
||||
ImVec2 preview_pos = frame_bb.Min + style.FramePadding;
|
||||
if (g.LogEnabled)
|
||||
LogSetNextTextDecoration("{", "}");
|
||||
RenderTextClipped(preview_pos, ImVec2(value_x2, frame_bb.Max.y), preview_value, NULL, NULL, ImVec2(0.0f, 0.0f));
|
||||
}
|
||||
if (label_size.x > 0)
|
||||
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
|
||||
|
||||
if ((pressed || g.NavActivateId == id) && !popup_open)
|
||||
{
|
||||
if (window->DC.NavLayerCurrent == 0)
|
||||
window->NavLastIds[0] = id;
|
||||
OpenPopupEx(popup_id, ImGuiPopupFlags_None);
|
||||
popup_open = true;
|
||||
}
|
||||
|
||||
// Render shape
|
||||
const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
|
||||
const float value_x2 = ImMax(bb.Min.x, bb.Max.x - arrow_size);
|
||||
RenderNavHighlight(bb, id);
|
||||
if (!(flags & ImGuiComboFlags_NoPreview))
|
||||
window->DrawList->AddRectFilled(bb.Min, ImVec2(value_x2, bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersLeft);
|
||||
if (!(flags & ImGuiComboFlags_NoArrowButton))
|
||||
{
|
||||
ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
|
||||
ImU32 text_col = GetColorU32(ImGuiCol_Text);
|
||||
window->DrawList->AddRectFilled(ImVec2(value_x2, bb.Min.y), bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersRight);
|
||||
if (value_x2 + arrow_size - style.FramePadding.x <= bb.Max.x)
|
||||
RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f);
|
||||
}
|
||||
RenderFrameBorder(bb.Min, bb.Max, style.FrameRounding);
|
||||
|
||||
// Render preview and label
|
||||
if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview))
|
||||
{
|
||||
if (g.LogEnabled)
|
||||
LogSetNextTextDecoration("{", "}");
|
||||
RenderTextClipped(bb.Min + style.FramePadding, ImVec2(value_x2, bb.Max.y), preview_value, NULL, NULL);
|
||||
}
|
||||
if (label_size.x > 0)
|
||||
RenderText(ImVec2(bb.Max.x + style.ItemInnerSpacing.x, bb.Min.y + style.FramePadding.y), label);
|
||||
|
||||
if (!popup_open)
|
||||
return false;
|
||||
|
||||
if (has_window_size_constraint)
|
||||
g.NextWindowData.Flags = backup_next_window_data_flags;
|
||||
return BeginComboPopup(popup_id, bb, flags);
|
||||
}
|
||||
|
||||
bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (!IsPopupOpen(popup_id, ImGuiPopupFlags_None))
|
||||
{
|
||||
g.NextWindowData.ClearFlags();
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set popup size
|
||||
float w = bb.GetWidth();
|
||||
if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)
|
||||
{
|
||||
g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint;
|
||||
g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w);
|
||||
}
|
||||
else
|
||||
@ -1640,30 +1652,27 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF
|
||||
SetNextWindowSizeConstraints(ImVec2(w, 0.0f), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items)));
|
||||
}
|
||||
|
||||
// This is essentially a specialized version of BeginPopupEx()
|
||||
char name[16];
|
||||
ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth
|
||||
|
||||
// Position the window given a custom constraint (peak into expected window size so we can position it)
|
||||
// This might be easier to express with an hypothetical SetNextWindowPosConstraints() function.
|
||||
// Set position given a custom constraint (peak into expected window size so we can position it)
|
||||
// FIXME: This might be easier to express with an hypothetical SetNextWindowPosConstraints() function?
|
||||
// FIXME: This might be moved to Begin() or at least around the same spot where Tooltips and other Popups are calling FindBestWindowPosForPopupEx()?
|
||||
if (ImGuiWindow* popup_window = FindWindowByName(name))
|
||||
if (popup_window->WasActive)
|
||||
{
|
||||
// Always override 'AutoPosLastDirection' to not leave a chance for a past value to affect us.
|
||||
ImVec2 size_expected = CalcWindowNextAutoFitSize(popup_window);
|
||||
if (flags & ImGuiComboFlags_PopupAlignLeft)
|
||||
popup_window->AutoPosLastDirection = ImGuiDir_Left; // "Below, Toward Left"
|
||||
else
|
||||
popup_window->AutoPosLastDirection = ImGuiDir_Down; // "Below, Toward Right (default)"
|
||||
ImRect r_outer = GetWindowAllowedExtentRect(popup_window);
|
||||
ImVec2 pos = FindBestWindowPosForPopupEx(frame_bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, frame_bb, ImGuiPopupPositionPolicy_ComboBox);
|
||||
popup_window->AutoPosLastDirection = (flags & ImGuiComboFlags_PopupAlignLeft) ? ImGuiDir_Left : ImGuiDir_Down; // Left = "Below, Toward Left", Down = "Below, Toward Right (default)"
|
||||
ImRect r_outer = GetPopupAllowedExtentRect(popup_window);
|
||||
ImVec2 pos = FindBestWindowPosForPopupEx(bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, bb, ImGuiPopupPositionPolicy_ComboBox);
|
||||
SetNextWindowPos(pos);
|
||||
}
|
||||
|
||||
// We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx()
|
||||
ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove;
|
||||
|
||||
// Horizontally align ourselves with the framed text
|
||||
PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(style.FramePadding.x, style.WindowPadding.y));
|
||||
PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(g.Style.FramePadding.x, g.Style.WindowPadding.y)); // Horizontally align ourselves with the framed text
|
||||
bool ret = Begin(name, NULL, window_flags);
|
||||
PopStyleVar();
|
||||
if (!ret)
|
||||
@ -7837,7 +7846,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
|
||||
else
|
||||
{
|
||||
IM_ASSERT(tab->Window == NULL);
|
||||
tab->NameOffset = (ImS16)tab_bar->TabsNames.size();
|
||||
tab->NameOffset = (ImS32)tab_bar->TabsNames.size();
|
||||
tab_bar->TabsNames.append(label, label + strlen(label) + 1); // Append name _with_ the zero-terminator.
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user