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mirror of https://github.com/ocornut/imgui.git synced 2024-11-24 15:50:25 +01:00

Merge branch 'master' into docking

# Conflicts:
#	backends/imgui_impl_opengl2.cpp
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	docs/CHANGELOG.txt
#	imgui_widgets.cpp
This commit is contained in:
ocornut 2023-03-29 18:41:41 +02:00
commit 4fdafef54f
15 changed files with 170 additions and 42 deletions

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@ -46,6 +46,13 @@
#include <stdint.h> // intptr_t #include <stdint.h> // intptr_t
#endif #endif
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used
#pragma clang diagnostic ignored "-Wnonportable-system-include-path"
#endif
// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling // Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
#if defined(_WIN32) && !defined(APIENTRY) #if defined(_WIN32) && !defined(APIENTRY)
#define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY. #define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY.
@ -324,3 +331,7 @@ static void ImGui_ImplOpenGL2_ShutdownPlatformInterface()
{ {
ImGui::DestroyPlatformWindows(); ImGui::DestroyPlatformWindows();
} }
#if defined(__clang__)
#pragma clang diagnostic pop
#endif

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@ -16,6 +16,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. // 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2023-03-23: OpenGL: Properly restoring "no shader program bound" if it was the case prior to running the rendering function. (#6267, #6220, #6224)
// 2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530) // 2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530)
// 2023-03-06: OpenGL: Fixed restoration of a potentially deleted OpenGL program, by calling glIsProgram(). (#6220, #6224) // 2023-03-06: OpenGL: Fixed restoration of a potentially deleted OpenGL program, by calling glIsProgram(). (#6220, #6224)
// 2022-11-09: OpenGL: Reverted use of glBufferSubData(), too many corruptions issues + old issues seemingly can't be reproed with Intel drivers nowadays (revert 2021-12-15 and 2022-05-23 changes). // 2022-11-09: OpenGL: Reverted use of glBufferSubData(), too many corruptions issues + old issues seemingly can't be reproed with Intel drivers nowadays (revert 2021-12-15 and 2022-05-23 changes).
@ -108,17 +109,20 @@
#include <TargetConditionals.h> #include <TargetConditionals.h>
#endif #endif
// Clang warnings with -Weverything // Clang/GCC warnings with -Weverything
#if defined(__clang__) #if defined(__clang__)
#pragma clang diagnostic push #pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used
#pragma clang diagnostic ignored "-Wnonportable-system-include-path"
#pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
#endif #endif
#if defined(__GNUC__) #if defined(__GNUC__)
#pragma GCC diagnostic push #pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' #pragma GCC diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types #pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
#endif #endif
// GL includes // GL includes
@ -590,7 +594,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
// Restore modified GL state // Restore modified GL state
// This "glIsProgram()" check is required because if the program is "pending deletion" at the time of binding backup, it will have been deleted by now and will cause an OpenGL error. See #6220. // This "glIsProgram()" check is required because if the program is "pending deletion" at the time of binding backup, it will have been deleted by now and will cause an OpenGL error. See #6220.
if (glIsProgram(last_program)) glUseProgram(last_program); if (last_program == 0 || glIsProgram(last_program)) glUseProgram(last_program);
glBindTexture(GL_TEXTURE_2D, last_texture); glBindTexture(GL_TEXTURE_2D, last_texture);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
if (bd->GlVersion >= 330) if (bd->GlVersion >= 330)

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@ -76,6 +76,12 @@
#include "imgui.h" #include "imgui.h"
#include "imgui_impl_sdl2.h" #include "imgui_impl_sdl2.h"
// Clang warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#endif
// SDL // SDL
// (the multi-viewports feature requires SDL features supported from SDL 2.0.4+. SDL 2.0.5+ is highly recommended) // (the multi-viewports feature requires SDL features supported from SDL 2.0.4+. SDL 2.0.5+ is highly recommended)
#include <SDL.h> #include <SDL.h>
@ -1010,3 +1016,7 @@ static void ImGui_ImplSDL2_ShutdownPlatformInterface()
{ {
ImGui::DestroyPlatformWindows(); ImGui::DestroyPlatformWindows();
} }
#if defined(__clang__)
#pragma clang diagnostic pop
#endif

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@ -27,6 +27,12 @@
#include "imgui.h" #include "imgui.h"
#include "imgui_impl_sdl3.h" #include "imgui_impl_sdl3.h"
// Clang warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#endif
// SDL // SDL
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#include <SDL3/SDL_syswm.h> #include <SDL3/SDL_syswm.h>
@ -921,3 +927,7 @@ static void ImGui_ImplSDL3_ShutdownPlatformInterface()
{ {
ImGui::DestroyPlatformWindows(); ImGui::DestroyPlatformWindows();
} }
#if defined(__clang__)
#pragma clang diagnostic pop
#endif

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@ -33,6 +33,12 @@
#include <stdint.h> // intptr_t #include <stdint.h> // intptr_t
#endif #endif
// Clang warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#endif
// SDL // SDL
#include <SDL.h> #include <SDL.h>
#if !SDL_VERSION_ATLEAST(2,0,17) #if !SDL_VERSION_ATLEAST(2,0,17)
@ -250,3 +256,7 @@ void ImGui_ImplSDLRenderer_DestroyDeviceObjects()
{ {
ImGui_ImplSDLRenderer_DestroyFontsTexture(); ImGui_ImplSDLRenderer_DestroyFontsTexture();
} }
#if defined(__clang__)
#pragma clang diagnostic pop
#endif

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@ -111,11 +111,25 @@ Other changes:
retaining underlying data. While we don't really want to encourage user not retaining retaining underlying data. While we don't really want to encourage user not retaining
underlying data, in the absence of a "late commit" behavior/flag we understand it may underlying data, in the absence of a "late commit" behavior/flag we understand it may
be desirable to take advantage of this trick. (#4714) be desirable to take advantage of this trick. (#4714)
- InputText: Reworked prev/next-word behavior to more closely match Visual Studio
text editor. Include '.' as a delimiter and alter varying subtle behavior with how
blanks and separators are treated when skipping words. (#6067) [@ajweeks]
- Drag, Sliders: Fixed parsing of text input when '+' or '#' format flags are used - Drag, Sliders: Fixed parsing of text input when '+' or '#' format flags are used
in the format string. (#6259) [@idbrii] in the format string. (#6259) [@idbrii]
- Nav: Made Ctrl+Tab/Ctrl+Shift+Tab windowing register ownership to held modifier so
it doesn't interfere with other code when remapping those actions. (#4828, #3255, #5641)
- ColorEdit: Fixed shading of S/V triangle in Hue Wheel mode. (#5200, #6254) [@jamesthomasgriffin]
- TabBar: Tab-bars with ImGuiTabBarFlags_FittingPolicyScroll can be scrolled with
horizontal mouse-wheel (or Shift + WheelY). (#2702)
- Rendering: Using adaptative tesselation for: RadioButton, ColorEdit preview circles,
Windows Close and Collapse Buttons.
- Misc: Fixed ImVec2 operator[] violating aliasing rules causing issue with Intel C++
compiler. (#6272) [@BayesBug]
- IO: Fixed support for calling io.AddXXXX functions fron inactive context (wrongly - IO: Fixed support for calling io.AddXXXX functions fron inactive context (wrongly
advertised as supported in 1.89.4). (#6199, #6256, #5856) [@cfillion] advertised as supported in 1.89.4). (#6199, #6256, #5856) [@cfillion]
- Backends: OpenGL3: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530) - Backends: OpenGL3: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530)
- Backends: OpenGL3: Properly restoring "no shader program bound" if it was the case prior to
running the rendering function. (#6267, #6220, #6224) [@BrunoLevy]
- Examples: Windows: Added 'misc/debuggers/imgui.natstepfilter' file to all Visual Studio projects, - Examples: Windows: Added 'misc/debuggers/imgui.natstepfilter' file to all Visual Studio projects,
now that VS 2022 17.6 Preview 2 support adding Debug Step Filter spec files into projects. now that VS 2022 17.6 Preview 2 support adding Debug Step Filter spec files into projects.
- Examples: SDL3: Updated for latest WIP SDL3 branch. (#6243) - Examples: SDL3: Updated for latest WIP SDL3 branch. (#6243)

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@ -480,7 +480,7 @@ ImDrawList* draw_list = ImGui::GetWindowDrawList();
ImVec2 p = ImGui::GetCursorScreenPos(); ImVec2 p = ImGui::GetCursorScreenPos();
// Draw a red circle // Draw a red circle
draw_list->AddCircleFilled(ImVec2(p.x + 50, p.y + 50), 30.0f, IM_COL32(255, 0, 0, 255), 16); draw_list->AddCircleFilled(ImVec2(p.x + 50, p.y + 50), 30.0f, IM_COL32(255, 0, 0, 255));
// Draw a 3 pixel thick yellow line // Draw a 3 pixel thick yellow line
draw_list->AddLine(ImVec2(p.x, p.y), ImVec2(p.x + 100.0f, p.y + 100.0f), IM_COL32(255, 255, 0, 255), 3.0f); draw_list->AddLine(ImVec2(p.x, p.y), ImVec2(p.x + 100.0f, p.y + 100.0f), IM_COL32(255, 255, 0, 255), 3.0f);

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@ -3952,7 +3952,7 @@ void ImGui::MarkItemEdited(ImGuiID id)
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
} }
static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags) bool ImGui::IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)
{ {
// An active popup disable hovering on other windows (apart from its own children) // An active popup disable hovering on other windows (apart from its own children)
// FIXME-OPT: This could be cached/stored within the window. // FIXME-OPT: This could be cached/stored within the window.
@ -9037,6 +9037,13 @@ static void ImGui::UpdateMouseInputs()
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
ImGuiIO& io = g.IO; ImGuiIO& io = g.IO;
// Mouse Wheel swapping flag
// As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead
// - We avoid doing it on OSX as it the OS input layer handles this already.
// - FIXME: However this means when running on OSX over Emscripten, Shift+WheelY will incur two swapping (1 in OS, 1 here), canceling the feature.
// - FIXME: When we can distinguish e.g. touchpad scroll events from mouse ones, we'll set this accordingly based on input source.
io.MouseWheelRequestAxisSwap = io.KeyShift && !io.ConfigMacOSXBehaviors;
// Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well) // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)
if (IsMousePosValid(&io.MousePos)) if (IsMousePosValid(&io.MousePos))
io.MousePos = g.MouseLastValidPos = ImFloorSigned(io.MousePos); io.MousePos = g.MouseLastValidPos = ImFloorSigned(io.MousePos);
@ -9200,15 +9207,9 @@ void ImGui::UpdateMouseWheel()
return; return;
// Mouse wheel scrolling // Mouse wheel scrolling
// As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead // Read about io.MouseWheelRequestAxisSwap and its issue on Mac+Emscripten in UpdateMouseInputs()
// - We avoid doing it on OSX as it the OS input layer handles this already. if (g.IO.MouseWheelRequestAxisSwap)
// - However this means when running on OSX over Emcripten, Shift+WheelY will incur two swappings (1 in OS, 1 here), cancelling the feature. wheel = ImVec2(wheel.y, 0.0f);
const bool swap_axis = g.IO.KeyShift && !g.IO.ConfigMacOSXBehaviors;
if (swap_axis)
{
wheel.x = wheel.y;
wheel.y = 0.0f;
}
// Maintain a rough average of moving magnitude on both axises // Maintain a rough average of moving magnitude on both axises
// FIXME: should by based on wall clock time rather than frame-counter // FIXME: should by based on wall clock time rather than frame-counter
@ -9471,6 +9472,17 @@ void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease); owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease);
} }
// Rarely used helper
void ImGui::SetKeyOwnersForKeyChord(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
{
if (key_chord & ImGuiMod_Ctrl) { SetKeyOwner(ImGuiMod_Ctrl, owner_id, flags); }
if (key_chord & ImGuiMod_Shift) { SetKeyOwner(ImGuiMod_Shift, owner_id, flags); }
if (key_chord & ImGuiMod_Alt) { SetKeyOwner(ImGuiMod_Alt, owner_id, flags); }
if (key_chord & ImGuiMod_Super) { SetKeyOwner(ImGuiMod_Super, owner_id, flags); }
if (key_chord & ImGuiMod_Shortcut) { SetKeyOwner(ImGuiMod_Shortcut, owner_id, flags); }
if (key_chord & ~ImGuiMod_Mask_) { SetKeyOwner((ImGuiKey)(key_chord & ~ImGuiMod_Mask_), owner_id, flags); }
}
// This is more or less equivalent to: // This is more or less equivalent to:
// if (IsItemHovered() || IsItemActive()) // if (IsItemHovered() || IsItemActive())
// SetKeyOwner(key, GetItemID()); // SetKeyOwner(key, GetItemID());
@ -12446,10 +12458,11 @@ static void ImGui::NavUpdateWindowing()
} }
// Start CTRL+Tab or Square+L/R window selection // Start CTRL+Tab or Square+L/R window selection
const ImGuiID owner_id = ImHashStr("###NavUpdateWindowing");
const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways); const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, owner_id, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways); const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, owner_id, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, 0, ImGuiInputFlags_None); const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, 0, ImGuiInputFlags_None);
const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard! const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard!
if (start_windowing_with_gamepad || start_windowing_with_keyboard) if (start_windowing_with_gamepad || start_windowing_with_keyboard)
@ -12460,6 +12473,10 @@ static void ImGui::NavUpdateWindowing()
g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f); g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer
g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad; g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
// Register ownership of our mods. Using ImGuiInputFlags_RouteGlobalHigh in the Shortcut() calls instead would probably be correct but may have more side-effects.
if (keyboard_next_window || keyboard_prev_window)
SetKeyOwnersForKeyChord((g.ConfigNavWindowingKeyNext | g.ConfigNavWindowingKeyPrev) & ImGuiMod_Mask_, owner_id);
} }
// Gamepad update // Gamepad update

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@ -23,7 +23,7 @@
// Library Version // Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345') // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345')
#define IMGUI_VERSION "1.89.5 WIP" #define IMGUI_VERSION "1.89.5 WIP"
#define IMGUI_VERSION_NUM 18943 #define IMGUI_VERSION_NUM 18946
#define IMGUI_HAS_TABLE #define IMGUI_HAS_TABLE
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch #define IMGUI_HAS_VIEWPORT // Viewport WIP branch
#define IMGUI_HAS_DOCK // Docking WIP branch #define IMGUI_HAS_DOCK // Docking WIP branch
@ -261,8 +261,8 @@ struct ImVec2
float x, y; float x, y;
constexpr ImVec2() : x(0.0f), y(0.0f) { } constexpr ImVec2() : x(0.0f), y(0.0f) { }
constexpr ImVec2(float _x, float _y) : x(_x), y(_y) { } constexpr ImVec2(float _x, float _y) : x(_x), y(_y) { }
float operator[] (size_t idx) const { IM_ASSERT(idx == 0 || idx == 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. float& operator[] (size_t idx) { IM_ASSERT(idx == 0 || idx == 1); return ((float*)(char*)this)[idx]; } // We very rarely use this [] operator, so the assert overhead is fine.
float& operator[] (size_t idx) { IM_ASSERT(idx == 0 || idx == 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. float operator[] (size_t idx) const { IM_ASSERT(idx == 0 || idx == 1); return ((const float*)(const char*)this)[idx]; }
#ifdef IM_VEC2_CLASS_EXTRA #ifdef IM_VEC2_CLASS_EXTRA
IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2. IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2.
#endif #endif
@ -2143,6 +2143,7 @@ struct ImGuiIO
bool MouseReleased[5]; // Mouse button went from Down to !Down bool MouseReleased[5]; // Mouse button went from Down to !Down
bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds. bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds.
bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window. bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window.
bool MouseWheelRequestAxisSwap; // On a non-Mac system, holding SHIFT requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system.
float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
float MouseDownDurationPrev[5]; // Previous time the mouse button has been down float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point

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@ -3797,6 +3797,7 @@ void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir d
void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col) void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col)
{ {
// FIXME-OPT: This should be baked in font.
draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8); draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8);
} }

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@ -3066,6 +3066,7 @@ namespace ImGui
inline void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f) { ItemSize(bb.GetSize(), text_baseline_y); } // FIXME: This is a misleading API since we expect CursorPos to be bb.Min. inline void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f) { ItemSize(bb.GetSize(), text_baseline_y); } // FIXME: This is a misleading API since we expect CursorPos to be bb.Min.
IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemFlags extra_flags = 0); IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemFlags extra_flags = 0);
IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id); IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id);
IMGUI_API bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags = 0);
IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id); IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id);
IMGUI_API void SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect); IMGUI_API void SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect);
IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h); IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h);
@ -3171,6 +3172,7 @@ namespace ImGui
// Please open a GitHub Issue to submit your usage scenario or if there's a use case you need solved. // Please open a GitHub Issue to submit your usage scenario or if there's a use case you need solved.
IMGUI_API ImGuiID GetKeyOwner(ImGuiKey key); IMGUI_API ImGuiID GetKeyOwner(ImGuiKey key);
IMGUI_API void SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0); IMGUI_API void SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
IMGUI_API void SetKeyOwnersForKeyChord(ImGuiKeyChord key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
IMGUI_API void SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags = 0); // Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'. IMGUI_API void SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags = 0); // Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.
IMGUI_API bool TestKeyOwner(ImGuiKey key, ImGuiID owner_id); // Test that key is either not owned, either owned by 'owner_id' IMGUI_API bool TestKeyOwner(ImGuiKey key, ImGuiID owner_id); // Test that key is either not owned, either owned by 'owner_id'
inline ImGuiKeyOwnerData* GetKeyOwnerData(ImGuiContext* ctx, ImGuiKey key) { if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(ctx, key); IM_ASSERT(IsNamedKey(key)); return &ctx->KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; } inline ImGuiKeyOwnerData* GetKeyOwnerData(ImGuiContext* ctx, ImGuiKey key) { if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(ctx, key); IM_ASSERT(IsNamedKey(key)); return &ctx->KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; }

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@ -827,7 +827,7 @@ bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)
ImU32 col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered); ImU32 col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered);
ImVec2 center = bb.GetCenter(); ImVec2 center = bb.GetCenter();
if (hovered) if (hovered)
window->DrawList->AddCircleFilled(center, ImMax(2.0f, g.FontSize * 0.5f + 1.0f), col, 12); window->DrawList->AddCircleFilled(center, ImMax(2.0f, g.FontSize * 0.5f + 1.0f), col);
float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f; float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f;
ImU32 cross_col = GetColorU32(ImGuiCol_Text); ImU32 cross_col = GetColorU32(ImGuiCol_Text);
@ -854,7 +854,7 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_no
ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
ImU32 text_col = GetColorU32(ImGuiCol_Text); ImU32 text_col = GetColorU32(ImGuiCol_Text);
if (hovered || held) if (hovered || held)
window->DrawList->AddCircleFilled(bb.GetCenter() + ImVec2(0,-0.5f), g.FontSize * 0.5f + 1.0f, bg_col, 12); window->DrawList->AddCircleFilled(bb.GetCenter() + ImVec2(0,-0.5f), g.FontSize * 0.5f + 1.0f, bg_col);
if (dock_node) if (dock_node)
RenderArrowDockMenu(window->DrawList, bb.Min + g.Style.FramePadding, g.FontSize, text_col); RenderArrowDockMenu(window->DrawList, bb.Min + g.Style.FramePadding, g.FontSize, text_col);
@ -1239,17 +1239,18 @@ bool ImGui::RadioButton(const char* label, bool active)
MarkItemEdited(id); MarkItemEdited(id);
RenderNavHighlight(total_bb, id); RenderNavHighlight(total_bb, id);
window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16); const int num_segment = window->DrawList->_CalcCircleAutoSegmentCount(radius);
window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), num_segment);
if (active) if (active)
{ {
const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f)); const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f));
window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark), 16); window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark));
} }
if (style.FrameBorderSize > 0.0f) if (style.FrameBorderSize > 0.0f)
{ {
window->DrawList->AddCircle(center + ImVec2(1, 1), radius, GetColorU32(ImGuiCol_BorderShadow), 16, style.FrameBorderSize); window->DrawList->AddCircle(center + ImVec2(1, 1), radius, GetColorU32(ImGuiCol_BorderShadow), num_segment, style.FrameBorderSize);
window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), 16, style.FrameBorderSize); window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), num_segment, style.FrameBorderSize);
} }
ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y); ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y);
@ -3705,10 +3706,34 @@ static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* ob
r->num_chars = (int)(text_remaining - (text + line_start_idx)); r->num_chars = (int)(text_remaining - (text + line_start_idx));
} }
// When ImGuiInputTextFlags_Password is set, we don't want actions such as CTRL+Arrow to leak the fact that underlying data are blanks or separators. static bool is_separator(unsigned int c)
static bool is_separator(unsigned int c) { return ImCharIsBlankW(c) || c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|' || c=='\n' || c=='\r'; } {
static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx) { if (obj->Flags & ImGuiInputTextFlags_Password) return 0; return idx > 0 ? (is_separator(obj->TextW[idx - 1]) && !is_separator(obj->TextW[idx]) ) : 1; } return c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|' || c=='\n' || c=='\r' || c=='.' || c=='!';
static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx) { if (obj->Flags & ImGuiInputTextFlags_Password) return 0; return idx > 0 ? (!is_separator(obj->TextW[idx - 1]) && is_separator(obj->TextW[idx])) : 1; } }
static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx)
{
// When ImGuiInputTextFlags_Password is set, we don't want actions such as CTRL+Arrow to leak the fact that underlying data are blanks or separators.
if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0)
return 0;
bool prev_white = ImCharIsBlankW(obj->TextW[idx - 1]);
bool prev_separ = is_separator(obj->TextW[idx - 1]);
bool curr_white = ImCharIsBlankW(obj->TextW[idx]);
bool curr_separ = is_separator(obj->TextW[idx]);
return ((prev_white || prev_separ) && !(curr_separ || curr_white)) || (curr_separ && !prev_separ);
}
static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx)
{
if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0)
return 0;
bool prev_white = ImCharIsBlankW(obj->TextW[idx]);
bool prev_separ = is_separator(obj->TextW[idx]);
bool curr_white = ImCharIsBlankW(obj->TextW[idx - 1]);
bool curr_separ = is_separator(obj->TextW[idx - 1]);
return ((prev_white) && !(curr_separ || curr_white)) || (curr_separ && !prev_separ);
}
static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* obj, int idx) { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; } static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* obj, int idx) { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; }
static int STB_TEXTEDIT_MOVEWORDRIGHT_MAC(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; } static int STB_TEXTEDIT_MOVEWORDRIGHT_MAC(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; }
static int STB_TEXTEDIT_MOVEWORDRIGHT_WIN(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; } static int STB_TEXTEDIT_MOVEWORDRIGHT_WIN(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; }
@ -5621,7 +5646,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
float sin_hue_angle = ImSin(H * 2.0f * IM_PI); float sin_hue_angle = ImSin(H * 2.0f * IM_PI);
ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f); ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f);
float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f; float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f;
int hue_cursor_segments = ImClamp((int)(hue_cursor_rad / 1.4f), 9, 32); int hue_cursor_segments = draw_list->_CalcCircleAutoSegmentCount(hue_cursor_rad); // Lock segment count so the +1 one matches others.
draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments); draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments);
draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad + 1, col_midgrey, hue_cursor_segments); draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad + 1, col_midgrey, hue_cursor_segments);
draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments); draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments);
@ -5631,13 +5656,10 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
ImVec2 trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle); ImVec2 trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle);
ImVec2 trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle); ImVec2 trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle);
ImVec2 uv_white = GetFontTexUvWhitePixel(); ImVec2 uv_white = GetFontTexUvWhitePixel();
draw_list->PrimReserve(6, 6); draw_list->PrimReserve(3, 3);
draw_list->PrimVtx(tra, uv_white, hue_color32); draw_list->PrimVtx(tra, uv_white, hue_color32);
draw_list->PrimVtx(trb, uv_white, hue_color32);
draw_list->PrimVtx(trc, uv_white, col_white);
draw_list->PrimVtx(tra, uv_white, 0);
draw_list->PrimVtx(trb, uv_white, col_black); draw_list->PrimVtx(trb, uv_white, col_black);
draw_list->PrimVtx(trc, uv_white, 0); draw_list->PrimVtx(trc, uv_white, col_white);
draw_list->AddTriangle(tra, trb, trc, col_midgrey, 1.5f); draw_list->AddTriangle(tra, trb, trc, col_midgrey, 1.5f);
sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V)); sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V));
} }
@ -5660,9 +5682,10 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
// Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range) // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range)
float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f; float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f;
draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, 12); int sv_cursor_segments = draw_list->_CalcCircleAutoSegmentCount(sv_cursor_rad); // Lock segment count so the +1 one matches others.
draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, 12); draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, sv_cursor_segments);
draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, 12); draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, sv_cursor_segments);
draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, sv_cursor_segments);
// Render alpha bar // Render alpha bar
if (alpha_bar) if (alpha_bar)
@ -7616,6 +7639,12 @@ void ImGui::EndTabBar()
g.CurrentTabBar = g.CurrentTabBarStack.empty() ? NULL : GetTabBarFromTabBarRef(g.CurrentTabBarStack.back()); g.CurrentTabBar = g.CurrentTabBarStack.empty() ? NULL : GetTabBarFromTabBarRef(g.CurrentTabBarStack.back());
} }
// Scrolling happens only in the central section (leading/trailing sections are not scrolling)
static float TabBarCalcScrollableWidth(ImGuiTabBar* tab_bar, ImGuiTabBarSection* sections)
{
return tab_bar->BarRect.GetWidth() - sections[0].Width - sections[2].Width - sections[1].Spacing;
}
// This is called only once a frame before by the first call to ItemTab() // This is called only once a frame before by the first call to ItemTab()
// The reason we're not calling it in BeginTabBar() is to leave a chance to the user to call the SetTabItemClosed() functions. // The reason we're not calling it in BeginTabBar() is to leave a chance to the user to call the SetTabItemClosed() functions.
static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
@ -7822,9 +7851,23 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
if (g.NavWindowingTarget != NULL && g.NavWindowingTarget->DockNode && g.NavWindowingTarget->DockNode->TabBar == tab_bar) if (g.NavWindowingTarget != NULL && g.NavWindowingTarget->DockNode && g.NavWindowingTarget->DockNode->TabBar == tab_bar)
tab_bar->VisibleTabId = scroll_to_tab_id = g.NavWindowingTarget->TabId; tab_bar->VisibleTabId = scroll_to_tab_id = g.NavWindowingTarget->TabId;
// Update scrolling // Apply request requests
if (scroll_to_tab_id != 0) if (scroll_to_tab_id != 0)
TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections); TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections);
else if ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll) && IsMouseHoveringRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, true) && IsWindowContentHoverable(g.CurrentWindow))
{
const float wheel = g.IO.MouseWheelRequestAxisSwap ? g.IO.MouseWheel : g.IO.MouseWheelH;
const ImGuiKey wheel_key = g.IO.MouseWheelRequestAxisSwap ? ImGuiKey_MouseWheelY : ImGuiKey_MouseWheelX;
if (TestKeyOwner(wheel_key, tab_bar->ID) && wheel != 0.0f)
{
const float scroll_step = wheel * TabBarCalcScrollableWidth(tab_bar, sections) / 3.0f;
tab_bar->ScrollingTargetDistToVisibility = 0.0f;
tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget - scroll_step);
}
SetKeyOwner(wheel_key, tab_bar->ID);
}
// Update scrolling
tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim); tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim);
tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget); tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget);
if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget) if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget)
@ -7998,8 +8041,7 @@ static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGui
int order = TabBarGetTabOrder(tab_bar, tab); int order = TabBarGetTabOrder(tab_bar, tab);
// Scrolling happens only in the central section (leading/trailing sections are not scrolling) // Scrolling happens only in the central section (leading/trailing sections are not scrolling)
// FIXME: This is all confusing. float scrollable_width = TabBarCalcScrollableWidth(tab_bar, sections);
float scrollable_width = tab_bar->BarRect.GetWidth() - sections[0].Width - sections[2].Width - sections[1].Spacing;
// We make all tabs positions all relative Sections[0].Width to make code simpler // We make all tabs positions all relative Sections[0].Width to make code simpler
float tab_x1 = tab->Offset - sections[0].Width + (order > sections[0].TabCount - 1 ? -margin : 0.0f); float tab_x1 = tab->Offset - sections[0].Width + (order > sections[0].TabCount - 1 ? -margin : 0.0f);

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@ -9,5 +9,5 @@ imgui_scoped.h
Try by merging: https://github.com/ocornut/imgui/pull/2197 Try by merging: https://github.com/ocornut/imgui/pull/2197
Discuss at: https://github.com/ocornut/imgui/issues/2096 Discuss at: https://github.com/ocornut/imgui/issues/2096
See more C++ related extension on Wiki See more C++ related extension (fmt, RAII, syntaxis sugar) on Wiki:
https://github.com/ocornut/imgui/wiki/Useful-Extensions#cness https://github.com/ocornut/imgui/wiki/Useful-Extensions#cness

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@ -4,6 +4,9 @@
// Changelog: // Changelog:
// - v0.10: Initial version. Added InputText() / InputTextMultiline() calls with std::string // - v0.10: Initial version. Added InputText() / InputTextMultiline() calls with std::string
// See more C++ related extension (fmt, RAII, syntaxis sugar) on Wiki:
// https://github.com/ocornut/imgui/wiki/Useful-Extensions#cness
#include "imgui.h" #include "imgui.h"
#include "imgui_stdlib.h" #include "imgui_stdlib.h"

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@ -4,6 +4,9 @@
// Changelog: // Changelog:
// - v0.10: Initial version. Added InputText() / InputTextMultiline() calls with std::string // - v0.10: Initial version. Added InputText() / InputTextMultiline() calls with std::string
// See more C++ related extension (fmt, RAII, syntaxis sugar) on Wiki:
// https://github.com/ocornut/imgui/wiki/Useful-Extensions#cness
#pragma once #pragma once
#include <string> #include <string>