mirror of
https://github.com/ocornut/imgui.git
synced 2025-01-19 01:34:08 +01:00
Merge branch 'master' into docking
# Conflicts: # docs/CHANGELOG.txt
This commit is contained in:
commit
5d0deebba4
@ -45,9 +45,7 @@ IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
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// More info about using Metal from C++: https://developer.apple.com/metal/cpp/
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#ifdef IMGUI_IMPL_METAL_CPP
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#include <Metal/Metal.hpp>
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#ifndef __OBJC__
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IMGUI_IMPL_API bool ImGui_ImplMetal_Init(MTL::Device* device);
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@ -64,5 +62,4 @@ IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device);
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IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
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#endif
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#endif
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@ -92,12 +92,12 @@ static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CF
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bool ImGui_ImplMetal_Init(MTL::Device* device)
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{
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return ImGui_ImplMetal_Init((id<MTLDevice>)(device));
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return ImGui_ImplMetal_Init((__bridge id<MTLDevice>)(device));
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}
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void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor)
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{
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ImGui_ImplMetal_NewFrame((MTLRenderPassDescriptor*)(renderPassDescriptor));
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ImGui_ImplMetal_NewFrame((__bridge MTLRenderPassDescriptor*)(renderPassDescriptor));
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}
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void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
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@ -105,19 +105,19 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
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MTL::RenderCommandEncoder* commandEncoder)
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{
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ImGui_ImplMetal_RenderDrawData(draw_data,
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(id<MTLCommandBuffer>)(commandBuffer),
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(id<MTLRenderCommandEncoder>)(commandEncoder));
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(__bridge id<MTLCommandBuffer>)(commandBuffer),
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(__bridge id<MTLRenderCommandEncoder>)(commandEncoder));
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}
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bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device)
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{
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return ImGui_ImplMetal_CreateFontsTexture((id<MTLDevice>)(device));
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return ImGui_ImplMetal_CreateFontsTexture((__bridge id<MTLDevice>)(device));
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}
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bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device)
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{
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return ImGui_ImplMetal_CreateDeviceObjects((id<MTLDevice>)(device));
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return ImGui_ImplMetal_CreateDeviceObjects((__bridge id<MTLDevice>)(device));
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}
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#endif // #ifdef IMGUI_IMPL_METAL_CPP
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@ -589,8 +589,8 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows()
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{
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if ((self = [super init]))
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{
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_renderPipelineStateCache = [NSMutableDictionary dictionary];
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_bufferCache = [NSMutableArray array];
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self.renderPipelineStateCache = [NSMutableDictionary dictionary];
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self.bufferCache = [NSMutableArray array];
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_lastBufferCachePurge = GetMachAbsoluteTimeInSeconds();
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}
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return self;
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@ -17,9 +17,28 @@
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#include "imgui.h" // IMGUI_IMPL_API
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#ifdef __OBJC__
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@class NSEvent;
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@class NSView;
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IMGUI_IMPL_API bool ImGui_ImplOSX_Init(NSView* _Nonnull view);
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IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(NSView* _Nullable view);
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#endif
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//-----------------------------------------------------------------------------
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// C++ API
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//-----------------------------------------------------------------------------
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#ifdef IMGUI_IMPL_METAL_CPP_EXTENSIONS
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// #include <AppKit/AppKit.hpp>
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#ifndef __OBJC__
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IMGUI_IMPL_API bool ImGui_ImplOSX_Init(void* _Nonnull view);
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IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view);
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#endif
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#endif
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@ -376,6 +376,18 @@ static ImGuiKey ImGui_ImplOSX_KeyCodeToImGuiKey(int key_code)
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}
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}
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#ifdef IMGUI_IMPL_METAL_CPP_EXTENSIONS
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IMGUI_IMPL_API bool ImGui_ImplOSX_Init(void* _Nonnull view) {
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return ImGui_ImplOSX_Init((__bridge NSView*)(view));
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}
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IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view) {
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return ImGui_ImplOSX_NewFrame((__bridge NSView*)(view));
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}
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#endif
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bool ImGui_ImplOSX_Init(NSView* view)
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{
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|
@ -106,6 +106,11 @@ Breaking changes:
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Other Changes:
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- InputText: added experimental io.ConfigInputTextEnterKeepActive feature to make pressing
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Enter keep the input active and select all text.
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- Backends: Metal: Use __bridge for ARC based systems. (#5403) [@stack]
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- Backends: OSX: Fixes to support full app creation in C++. (#5403) [@stack]
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Docking+Viewports Branch:
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- Backends: GLFW: Fixed leftover static variable preventing from changing or
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@ -1,4 +1,4 @@
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// dear imgui, v1.88
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// dear imgui, v1.89 WIP
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// (main code and documentation)
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// Help:
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|
7
imgui.h
7
imgui.h
@ -1,4 +1,4 @@
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// dear imgui, v1.88
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// dear imgui, v1.89 WIP
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// (headers)
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// Help:
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@ -64,8 +64,8 @@ Index of this file:
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// Version
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// (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)
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#define IMGUI_VERSION "1.88"
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#define IMGUI_VERSION_NUM 18800
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#define IMGUI_VERSION "1.89 WIP"
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#define IMGUI_VERSION_NUM 18802
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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#define IMGUI_HAS_TABLE
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#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
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@ -2023,6 +2023,7 @@ struct ImGuiIO
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bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl.
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bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.
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bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting).
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bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only).
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bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard.
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bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
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bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
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|
@ -1,4 +1,4 @@
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||||
// dear imgui, v1.88
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||||
// dear imgui, v1.89 WIP
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||||
// (demo code)
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// Help:
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||||
@ -527,6 +527,8 @@ void ImGui::ShowDemoWindow(bool* p_open)
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ImGui::SameLine(); HelpMarker("Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.");
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ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink);
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ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting).");
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ImGui::Checkbox("io.ConfigInputTextEnterKeepActive", &io.ConfigInputTextEnterKeepActive);
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ImGui::SameLine(); HelpMarker("Pressing Enter will keep item active and select contents (single-line only).");
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ImGui::Checkbox("io.ConfigDragClickToInputText", &io.ConfigDragClickToInputText);
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ImGui::SameLine(); HelpMarker("Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving).");
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ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges);
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|
@ -1,4 +1,4 @@
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// dear imgui, v1.88
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||||
// dear imgui, v1.89 WIP
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||||
// (drawing and font code)
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/*
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|
@ -1,4 +1,4 @@
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// dear imgui, v1.88
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||||
// dear imgui, v1.89 WIP
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// (internal structures/api)
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// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
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@ -767,6 +767,7 @@ struct ImDrawDataBuilder
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// This is going to be exposed in imgui.h when stabilized enough.
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enum ImGuiItemFlags_
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{
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// Controlled by user
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ImGuiItemFlags_None = 0,
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ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing (FIXME: should merge with _NoNav)
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ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings.
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@ -776,6 +777,8 @@ enum ImGuiItemFlags_
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ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // Disable MenuItem/Selectable() automatically closing their popup window
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ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets)
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ImGuiItemFlags_ReadOnly = 1 << 7, // false // [ALPHA] Allow hovering interactions but underlying value is not changed.
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// Controlled by widget code
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ImGuiItemFlags_Inputable = 1 << 8 // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature.
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};
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@ -2861,17 +2864,6 @@ namespace ImGui
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IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled);
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IMGUI_API void PopItemFlag();
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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// Currently refactoring focus/nav/tabbing system
|
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// If you have old/custom copy-and-pasted widgets that used FocusableItemRegister():
|
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// (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool tab_focused = FocusableItemRegister(...)'
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// (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0'
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// (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_FocusedTabbing) != 0 || g.NavActivateInputId == id' (WIP)
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// Widget code are simplified as there's no need to call FocusableItemUnregister() while managing the transition from regular widget to TempInputText()
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inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd()
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inline void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); } // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem
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||||
#endif
|
||||
|
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// Logging/Capture
|
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IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name.
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IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer
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@ -3039,6 +3031,7 @@ namespace ImGui
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IMGUI_API void TableUpdateColumnsWeightFromWidth(ImGuiTable* table);
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IMGUI_API void TableDrawBorders(ImGuiTable* table);
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IMGUI_API void TableDrawContextMenu(ImGuiTable* table);
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||||
IMGUI_API bool TableBeginContextMenuPopup(ImGuiTable* table);
|
||||
IMGUI_API void TableMergeDrawChannels(ImGuiTable* table);
|
||||
inline ImGuiTableInstanceData* TableGetInstanceData(ImGuiTable* table, int instance_no) { if (instance_no == 0) return &table->InstanceDataFirst; return &table->InstanceDataExtra[instance_no - 1]; }
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IMGUI_API void TableSortSpecsSanitize(ImGuiTable* table);
|
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@ -3133,8 +3126,9 @@ namespace ImGui
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IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb);
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IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f, ImU32 bg_col = 0);
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IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL);
|
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IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextItemOpen() data, if any. May return true when logging
|
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IMGUI_API void TreePushOverrideID(ImGuiID id);
|
||||
IMGUI_API void TreeNodeSetOpen(ImGuiID id, bool open);
|
||||
IMGUI_API bool TreeNodeUpdateNextOpen(ImGuiID id, ImGuiTreeNodeFlags flags); // Return open state. Consume previous SetNextItemOpen() data, if any. May return true when logging.
|
||||
|
||||
// Template functions are instantiated in imgui_widgets.cpp for a finite number of types.
|
||||
// To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036).
|
||||
@ -3207,6 +3201,19 @@ namespace ImGui
|
||||
IMGUI_API void DebugNodeViewport(ImGuiViewportP* viewport);
|
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IMGUI_API void DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb);
|
||||
|
||||
// Obsolete functions
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
inline bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0) { return TreeNodeUpdateNextOpen(id, flags); } // Renamed in 1.89
|
||||
|
||||
// Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets that used FocusableItemRegister():
|
||||
// (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool tab_focused = FocusableItemRegister(...)'
|
||||
// (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0'
|
||||
// (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_FocusedTabbing) != 0 || g.NavActivateInputId == id' (WIP)
|
||||
// Widget code are simplified as there's no need to call FocusableItemUnregister() while managing the transition from regular widget to TempInputText()
|
||||
inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd()
|
||||
inline void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); } // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem
|
||||
#endif
|
||||
|
||||
} // namespace ImGui
|
||||
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.88
|
||||
// dear imgui, v1.89 WIP
|
||||
// (tables and columns code)
|
||||
|
||||
/*
|
||||
@ -1105,18 +1105,10 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
|
||||
table->IsUsingHeaders = false;
|
||||
|
||||
// [Part 11] Context menu
|
||||
if (table->IsContextPopupOpen && table->InstanceCurrent == table->InstanceInteracted)
|
||||
if (TableBeginContextMenuPopup(table))
|
||||
{
|
||||
const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID);
|
||||
if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings))
|
||||
{
|
||||
TableDrawContextMenu(table);
|
||||
EndPopup();
|
||||
}
|
||||
else
|
||||
{
|
||||
table->IsContextPopupOpen = false;
|
||||
}
|
||||
TableDrawContextMenu(table);
|
||||
EndPopup();
|
||||
}
|
||||
|
||||
// [Part 13] Sanitize and build sort specs before we have a change to use them for display.
|
||||
@ -3035,6 +3027,17 @@ void ImGui::TableOpenContextMenu(int column_n)
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui::TableBeginContextMenuPopup(ImGuiTable* table)
|
||||
{
|
||||
if (!table->IsContextPopupOpen || table->InstanceCurrent != table->InstanceInteracted)
|
||||
return false;
|
||||
const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID);
|
||||
if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings))
|
||||
return true;
|
||||
table->IsContextPopupOpen = false;
|
||||
return false;
|
||||
}
|
||||
|
||||
// Output context menu into current window (generally a popup)
|
||||
// FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data?
|
||||
void ImGui::TableDrawContextMenu(ImGuiTable* table)
|
||||
|
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.88
|
||||
// dear imgui, v1.89 WIP
|
||||
// (widgets code)
|
||||
|
||||
/*
|
||||
@ -3603,7 +3603,7 @@ bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, co
|
||||
|
||||
bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)
|
||||
{
|
||||
IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline()
|
||||
IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() or InputTextEx() manually if you need multi-line + hint.
|
||||
return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data);
|
||||
}
|
||||
|
||||
@ -4179,7 +4179,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
const bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active);
|
||||
bool render_selection = state && (state->HasSelection() || select_all) && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor);
|
||||
bool value_changed = false;
|
||||
bool enter_pressed = false;
|
||||
bool validated = false;
|
||||
|
||||
// When read-only we always use the live data passed to the function
|
||||
// FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :(
|
||||
@ -4346,9 +4346,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
const bool is_redo = ((is_shortcut_key && IsKeyPressed(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressed(ImGuiKey_Z))) && !is_readonly && is_undoable;
|
||||
|
||||
// We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful.
|
||||
const bool is_validate_enter = IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_KeypadEnter);
|
||||
const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_KeypadEnter);
|
||||
const bool is_validate_nav = (IsNavInputTest(ImGuiNavInput_Activate, ImGuiNavReadMode_Pressed) && !IsKeyPressed(ImGuiKey_Space)) || IsNavInputTest(ImGuiNavInput_Input, ImGuiNavReadMode_Pressed);
|
||||
const bool is_cancel = IsKeyPressed(ImGuiKey_Escape) || IsNavInputTest(ImGuiNavInput_Cancel, ImGuiNavReadMode_Pressed);
|
||||
const bool is_cancel = IsKeyPressed(ImGuiKey_Escape) || IsNavInputTest(ImGuiNavInput_Cancel, ImGuiNavReadMode_Pressed);
|
||||
|
||||
if (IsKeyPressed(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); }
|
||||
else if (IsKeyPressed(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); }
|
||||
@ -4370,12 +4370,17 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
}
|
||||
state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);
|
||||
}
|
||||
else if (is_validate_enter)
|
||||
else if (is_enter_pressed)
|
||||
{
|
||||
// Determine if we turn Enter into a \n character
|
||||
bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0;
|
||||
if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl))
|
||||
{
|
||||
enter_pressed = clear_active_id = true;
|
||||
validated = true;
|
||||
if (io.ConfigInputTextEnterKeepActive && !is_multiline)
|
||||
state->SelectAll(); // No need to scroll
|
||||
else
|
||||
clear_active_id = true;
|
||||
}
|
||||
else if (!is_readonly)
|
||||
{
|
||||
@ -4386,8 +4391,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
}
|
||||
else if (is_validate_nav)
|
||||
{
|
||||
IM_ASSERT(!is_validate_enter);
|
||||
enter_pressed = clear_active_id = true;
|
||||
IM_ASSERT(!is_enter_pressed);
|
||||
validated = clear_active_id = true;
|
||||
}
|
||||
else if (is_cancel)
|
||||
{
|
||||
@ -4491,7 +4496,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
// When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame.
|
||||
// If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail.
|
||||
// This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize).
|
||||
const bool apply_edit_back_to_user_buffer = !cancel_edit || (enter_pressed && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0);
|
||||
const bool apply_edit_back_to_user_buffer = !cancel_edit || (validated && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0);
|
||||
if (apply_edit_back_to_user_buffer)
|
||||
{
|
||||
// Apply new value immediately - copy modified buffer back
|
||||
@ -4868,7 +4873,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
|
||||
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);
|
||||
if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0)
|
||||
return enter_pressed;
|
||||
return validated;
|
||||
else
|
||||
return value_changed;
|
||||
}
|
||||
@ -5904,7 +5909,14 @@ bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char
|
||||
return TreeNodeBehavior(window->GetID(ptr_id), flags, label, label_end);
|
||||
}
|
||||
|
||||
bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags)
|
||||
void ImGui::TreeNodeSetOpen(ImGuiID id, bool open)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiStorage* storage = g.CurrentWindow->DC.StateStorage;
|
||||
storage->SetInt(id, open ? 1 : 0);
|
||||
}
|
||||
|
||||
bool ImGui::TreeNodeUpdateNextOpen(ImGuiID id, ImGuiTreeNodeFlags flags)
|
||||
{
|
||||
if (flags & ImGuiTreeNodeFlags_Leaf)
|
||||
return true;
|
||||
@ -5920,7 +5932,7 @@ bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags)
|
||||
if (g.NextItemData.OpenCond & ImGuiCond_Always)
|
||||
{
|
||||
is_open = g.NextItemData.OpenVal;
|
||||
storage->SetInt(id, is_open);
|
||||
TreeNodeSetOpen(id, is_open);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -5929,7 +5941,7 @@ bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags)
|
||||
if (stored_value == -1)
|
||||
{
|
||||
is_open = g.NextItemData.OpenVal;
|
||||
storage->SetInt(id, is_open);
|
||||
TreeNodeSetOpen(id, is_open);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -5995,7 +6007,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
|
||||
// For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop().
|
||||
// This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero.
|
||||
const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0;
|
||||
bool is_open = TreeNodeBehaviorIsOpen(id, flags);
|
||||
bool is_open = TreeNodeUpdateNextOpen(id, flags);
|
||||
if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
|
||||
window->DC.TreeJumpToParentOnPopMask |= (1 << window->DC.TreeDepth);
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user