mirror of
https://github.com/ocornut/imgui.git
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Merge branch 'master' into docking
This commit is contained in:
commit
6df1a06fc3
@ -26,6 +26,7 @@
|
||||
struct ALLEGRO_DISPLAY;
|
||||
union ALLEGRO_EVENT;
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display);
|
||||
IMGUI_IMPL_API void ImGui_ImplAllegro5_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplAllegro5_NewFrame();
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||||
|
@ -29,6 +29,7 @@
|
||||
struct ANativeWindow;
|
||||
struct AInputEvent;
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window);
|
||||
IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event);
|
||||
IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown();
|
||||
|
@ -20,6 +20,7 @@
|
||||
|
||||
struct ID3D10Device;
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device);
|
||||
IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown();
|
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IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame();
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|
@ -21,6 +21,7 @@
|
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struct ID3D11Device;
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struct ID3D11DeviceContext;
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||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
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IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();
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|
@ -28,6 +28,8 @@ struct ID3D12GraphicsCommandList;
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struct D3D12_CPU_DESCRIPTOR_HANDLE;
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struct D3D12_GPU_DESCRIPTOR_HANDLE;
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
|
||||
// cmd_list is the command list that the implementation will use to render imgui draw lists.
|
||||
// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
|
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// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
|
||||
|
@ -20,6 +20,7 @@
|
||||
|
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struct IDirect3DDevice9;
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device);
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IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame();
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||||
|
@ -28,6 +28,7 @@
|
||||
struct GLFWwindow;
|
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struct GLFWmonitor;
|
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|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
|
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IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
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IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks);
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|
@ -26,6 +26,7 @@
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#ifndef IMGUI_DISABLE
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#include "imgui.h" // IMGUI_IMPL_API
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|
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// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplGLUT_Init();
|
||||
IMGUI_IMPL_API void ImGui_ImplGLUT_InstallFuncs();
|
||||
IMGUI_IMPL_API void ImGui_ImplGLUT_Shutdown();
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||||
|
@ -26,6 +26,7 @@
|
||||
@class MTLRenderPassDescriptor;
|
||||
@protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder;
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplMetal_Init(id<MTLDevice> device);
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor);
|
||||
@ -52,6 +53,7 @@ IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
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||||
#include <Metal/Metal.hpp>
|
||||
#ifndef __OBJC__
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplMetal_Init(MTL::Device* device);
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor);
|
||||
|
@ -25,6 +25,7 @@
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame();
|
||||
|
@ -30,7 +30,7 @@
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
// Backend API
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr);
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
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||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
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||||
|
@ -31,6 +31,7 @@
|
||||
@class NSEvent;
|
||||
@class NSView;
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplOSX_Init(NSView* _Nonnull view);
|
||||
IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(NSView* _Nullable view);
|
||||
@ -45,6 +46,7 @@ IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(NSView* _Nullable view);
|
||||
// #include <AppKit/AppKit.hpp>
|
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#ifndef __OBJC__
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
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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|
@ -31,6 +31,7 @@ struct SDL_Renderer;
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||||
struct _SDL_GameController;
|
||||
typedef union SDL_Event SDL_Event;
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
|
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IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
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||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
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||||
|
@ -33,6 +33,7 @@ struct SDL_Renderer;
|
||||
struct SDL_Gamepad;
|
||||
typedef union SDL_Event SDL_Event;
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
|
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IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window);
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IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window);
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|
@ -27,6 +27,7 @@
|
||||
|
||||
struct SDL_Renderer;
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer);
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_NewFrame();
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||||
|
@ -27,6 +27,7 @@
|
||||
|
||||
struct SDL_Renderer;
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer);
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_NewFrame();
|
||||
|
@ -99,7 +99,7 @@ struct ImGui_ImplVulkan_InitInfo
|
||||
VkDeviceSize MinAllocationSize; // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory.
|
||||
};
|
||||
|
||||
// Called by user code
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
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||||
IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
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||||
|
@ -39,6 +39,7 @@ struct ImGui_ImplWGPU_InitInfo
|
||||
}
|
||||
};
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info);
|
||||
IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown();
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||||
IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame();
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||||
|
@ -21,6 +21,7 @@
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
|
||||
IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd);
|
||||
IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
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|
@ -2,23 +2,10 @@ _(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/BACKE
|
||||
|
||||
## Dear ImGui: Backends
|
||||
|
||||
**The backends/ folder contains backends for popular platforms/graphics API, which you can use in
|
||||
your application or engine to easily integrate Dear ImGui.** Each backend is typically self-contained in a pair of files: imgui_impl_XXXX.cpp + imgui_impl_XXXX.h.
|
||||
|
||||
- The 'Platform' backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, and windowing.<BR>
|
||||
e.g. Windows ([imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp)), GLFW ([imgui_impl_glfw.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_glfw.cpp)), SDL2 ([imgui_impl_sdl2.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl2.cpp)), etc.
|
||||
|
||||
- The 'Renderer' backends are in charge of: creating atlas texture, and rendering imgui draw data.<BR>
|
||||
e.g. DirectX11 ([imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)), OpenGL/WebGL ([imgui_impl_opengl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp)), Vulkan ([imgui_impl_vulkan.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_vulkan.cpp)), etc.
|
||||
|
||||
- For some high-level frameworks, a single backend usually handles both 'Platform' and 'Renderer' parts.<BR>
|
||||
e.g. Allegro 5 ([imgui_impl_allegro5.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_allegro5.cpp)). If you end up creating a custom backend for your engine, you may want to do the same.
|
||||
|
||||
An application usually combines one Platform backend + one Renderer backend + main Dear ImGui sources.
|
||||
For example, the [example_win32_directx11](https://github.com/ocornut/imgui/tree/master/examples/example_win32_directx11) application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp. There are 20+ examples in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder. See [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for details.
|
||||
|
||||
**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.**
|
||||
### Integrating backends
|
||||
|
||||
💡 The **[Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) wiki guide** has examples of how to integrate Dear ImGui into an existing application.
|
||||
<BR> The [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) documentation may also be worth a read.
|
||||
|
||||
### What are backends?
|
||||
|
||||
@ -38,7 +25,7 @@ Dear ImGui is highly portable and only requires a few things to run and render,
|
||||
- Optional: multi-viewports support.
|
||||
etc.
|
||||
|
||||
This is essentially what each backend is doing + obligatory portability cruft. Using default backends ensure you can get all those features including the ones that would be harder to implement on your side (e.g. multi-viewports support).
|
||||
This is essentially what each backend is doing + obligatory portability cruft. Using standard backends ensure you can get all those features including the ones that would be harder to implement on your side (e.g. multi-viewports support).
|
||||
|
||||
It is important to understand the difference between the core Dear ImGui library (files in the root folder)
|
||||
and the backends which we are describing here (backends/ folder).
|
||||
@ -47,11 +34,24 @@ and the backends which we are describing here (backends/ folder).
|
||||
- You should be able to write backends for pretty much any platform and any 3D graphics API.
|
||||
e.g. you can get creative and use software rendering or render remotely on a different machine.
|
||||
|
||||
### Standard backends
|
||||
|
||||
### Integrating a backend
|
||||
**The [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder contains backends for popular platforms/graphics API, which you can use in
|
||||
your application or engine to easily integrate Dear ImGui.** Each backend is typically self-contained in a pair of files: imgui_impl_XXXX.cpp + imgui_impl_XXXX.h.
|
||||
|
||||
See "Getting Started" section of [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for more details.
|
||||
- The 'Platform' backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, and windowing.<BR>
|
||||
e.g. Windows ([imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp)), GLFW ([imgui_impl_glfw.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_glfw.cpp)), SDL2 ([imgui_impl_sdl2.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl2.cpp)), etc.
|
||||
|
||||
- The 'Renderer' backends are in charge of: creating atlas texture, and rendering imgui draw data.<BR>
|
||||
e.g. DirectX11 ([imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)), OpenGL/WebGL ([imgui_impl_opengl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp)), Vulkan ([imgui_impl_vulkan.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_vulkan.cpp)), etc.
|
||||
|
||||
- For some high-level frameworks, a single backend usually handles both 'Platform' and 'Renderer' parts.<BR>
|
||||
e.g. Allegro 5 ([imgui_impl_allegro5.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_allegro5.cpp)). If you end up creating a custom backend for your engine, you may want to do the same.
|
||||
|
||||
An application usually combines one Platform backend + one Renderer backend + main Dear ImGui sources.
|
||||
For example, the [example_win32_directx11](https://github.com/ocornut/imgui/tree/master/examples/example_win32_directx11) application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp. There are 20+ examples in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder. See [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for details.
|
||||
|
||||
**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.**
|
||||
|
||||
### List of backends
|
||||
|
||||
|
@ -50,10 +50,11 @@ Breaking changes:
|
||||
You should never need those functions! You can do everything in less a confusing manner by only
|
||||
using GetCursorScreenPos() and GetContentRegionAvail(). Also always consider that if you are using
|
||||
GetWindowPos() and GetCursorPos() you may also be making things unnecessarily complicated.
|
||||
I repeat: You can do everything with GetCursorScreenPos() and GetContentRegionAvail()!!
|
||||
- GetWindowContentRegionMax().x - GetCursorPos().x --> GetContentRegionAvail().x
|
||||
- GetWindowContentRegionMax().x + GetWindowPos().x --> GetCursorScreenPos().x + GetContentRegionAvail().x
|
||||
- GetContentRegionMax() --> GetContentRegionAvail() + GetCursorScreenPos() - GetWindowPos() // right edge in weird local coordinates
|
||||
I repeat: You can do everything with GetCursorScreenPos() and GetContentRegionAvail()!
|
||||
- GetWindowContentRegionMax().x - GetCursorPos().x --> GetContentRegionAvail().x
|
||||
- GetWindowContentRegionMax().x + GetWindowPos().x --> GetCursorScreenPos().x + GetContentRegionAvail().x // when called from left edge of window
|
||||
- GetContentRegionMax() --> GetContentRegionAvail() + GetCursorScreenPos() - GetWindowPos() // right edge in local coordinates
|
||||
- GetWindowContentRegionMax().x - GetWindowContentRegionMin().x --> GetContentRegionAvail() // when called from left edge of window
|
||||
- Item flag changes:
|
||||
- Obsoleted PushButtonRepeat()/PopButtonRepeat() in favor of using new PushItemFlag()/PopItemFlag()
|
||||
with ImGuiItemFlags_ButtonRepeat. Kept inline redirecting functions (will obsolete).
|
||||
@ -76,6 +77,8 @@ Other changes:
|
||||
- IO: added io.PlatformOpenInShellFn handler to open a link/folder/file in OS shell. (#7660)
|
||||
Default to use ShellExecute() under Windows, and system("") under Mac/Linux/etc.
|
||||
Added IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS to disable default implementation.
|
||||
- IO: added io.ConfigNavSwapGamepadButtons to swap Activate/Cancel (A<>B) buttons, to match tye
|
||||
typical "Nintendo/Japanese consoles" button layout when using Gamepad navigation. (#787, #5723)
|
||||
- Added PushItemFlag()/PopItemFlags(), ImGuiItemFlags to modify shared item flags:
|
||||
- Added ImGuiItemFlags_NoTabStop to disable tabbing through items.
|
||||
- Added ImGuiItemFlags_NoNav to disable any navigation and focus of items. (#787)
|
||||
@ -144,6 +147,12 @@ Other changes:
|
||||
- Multi-Select (advanced)
|
||||
- Nav: fixed clicking window decorations (e.g. resize borders) from losing focused item when
|
||||
within a child window using ImGuiChildFlags_NavFlattened.
|
||||
- InputText: added '\' and '/' as word seperator. (#7824, #7704) [@reduf]
|
||||
- TreeNode: added SetNextItemStorageID() to specify/override the identifier used for persisting
|
||||
open/close storage. Useful if needing to often read/write from storage without manipulating
|
||||
the ID stack. (#7553, #6990, #3823, #1131)
|
||||
- Selectable: added ImGuiSelectableFlags_Highlight flag to highlight items independently from
|
||||
the hovered state. (#7820) [@rerilier]
|
||||
- Clipper: added SeekCursorForItem() function. When using ImGuiListClipper::Begin(INT_MAX) you can
|
||||
can use the clipper without knowing the amount of items beforehand. (#1311)
|
||||
In this situation, call ImGuiListClipper::SeekCursorForItem(items_count) as the end of your iteration
|
||||
@ -151,6 +160,7 @@ Other changes:
|
||||
- Groups, Tables: fixed EndGroup() failing to correctly capture current table occupied size. (#7543)
|
||||
- TabBar, Style: added style.TabBarOverlineSize / ImGuiStyleVar_TabBarOverlineSize to manipulate
|
||||
thickness of the horizontal line over selectable tabs. [@DctrNoob]
|
||||
- Misc: added GetID(int) variant for consistency. (#7111)
|
||||
- Style: close button and collapse/window-menu button hover highlight made rectangular instead of round.
|
||||
- Debug Tools: Added IMGUI_DEBUG_LOG(), ImGui::DebugLog() in public API. (#5855)
|
||||
Debug log entries add a imgui frame counter prefix + are redirected to ShowDebugLogWindow() and
|
||||
|
@ -35,46 +35,13 @@ At shutdown:
|
||||
call ImGui::DestroyContext()
|
||||
```
|
||||
|
||||
Example (using [backends/imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp) + [backends/imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)):
|
||||
Main resource:
|
||||
- Read **[Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) wiki guide** for detailed examples of how to integrate Dear ImGui in an existing application.
|
||||
|
||||
```cpp
|
||||
// Create a Dear ImGui context, setup some options
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable some options
|
||||
|
||||
// Initialize Platform + Renderer backends (here: using imgui_impl_win32.cpp + imgui_impl_dx11.cpp)
|
||||
ImGui_ImplWin32_Init(my_hwnd);
|
||||
ImGui_ImplDX11_Init(my_d3d_device, my_d3d_device_context);
|
||||
|
||||
// Application main loop
|
||||
while (true)
|
||||
{
|
||||
// Beginning of frame: update Renderer + Platform backend, start Dear ImGui frame
|
||||
ImGui_ImplDX11_NewFrame();
|
||||
ImGui_ImplWin32_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
// Any application code here
|
||||
ImGui::Text("Hello, world!");
|
||||
|
||||
// End of frame: render Dear ImGui
|
||||
ImGui::Render();
|
||||
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
// Swap
|
||||
g_pSwapChain->Present(1, 0);
|
||||
}
|
||||
|
||||
// Shutdown
|
||||
ImGui_ImplDX11_Shutdown();
|
||||
ImGui_ImplWin32_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
```
|
||||
|
||||
Please read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
|
||||
Please read the comments and instruction at the top of each file.
|
||||
Please read FAQ at https://www.dearimgui.com/faq
|
||||
Additional resources:
|
||||
- Read FAQ at https://www.dearimgui.com/faq
|
||||
- Read 'PROGRAMMER GUIDE' section in imgui.cpp.
|
||||
- Read the comments and instruction at the top of each file.
|
||||
|
||||
If you are using any of the backends provided here, you can add the backends/imgui_impl_xxxx(.cpp,.h)
|
||||
files to your project and use as-in. Each imgui_impl_xxxx.cpp file comes with its own individual
|
||||
|
@ -13,7 +13,7 @@ Businesses: support continued development and maintenance via invoiced sponsorin
|
||||
<br> _E-mail: contact @ dearimgui dot com_
|
||||
<br>Individuals: support continued development and maintenance [here](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S). Also see [Funding](https://github.com/ocornut/imgui/wiki/Funding) page.
|
||||
|
||||
| [The Pitch](#the-pitch) - [Usage](#usage) - [How it works](#how-it-works) - [Releases & Changelogs](#releases--changelogs) - [Demo](#demo) - [Integration](#integration) |
|
||||
| [The Pitch](#the-pitch) - [Usage](#usage) - [How it works](#how-it-works) - [Releases & Changelogs](#releases--changelogs) - [Demo](#demo) - [Getting Started & Integration](#getting-started--integration) |
|
||||
:----------------------------------------------------------: |
|
||||
| [Gallery](#gallery) - [Support, FAQ](#support-frequently-asked-questions-faq) - [How to help](#how-to-help) - **[Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding)** - [Credits](#credits) - [License](#license) |
|
||||
| [Wiki](https://github.com/ocornut/imgui/wiki) - [Extensions](https://github.com/ocornut/imgui/wiki/Useful-Extensions) - [Languages bindings & frameworks backends](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [User quotes](https://github.com/ocornut/imgui/wiki/Quotes) |
|
||||
@ -43,7 +43,7 @@ Dear ImGui is particularly suited to integration in game engines (for tooling),
|
||||
|
||||
**Backends for a variety of graphics API and rendering platforms** are provided in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder, along with example applications in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui.
|
||||
|
||||
See the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide and [Integration](#integration) section of this document for more details.
|
||||
See the [Getting Started & Integration](#getting-started--integration) section of this document for more details.
|
||||
|
||||
After Dear ImGui is set up in your application, you can use it from \_anywhere\_ in your program loop:
|
||||
```cpp
|
||||
@ -114,7 +114,7 @@ You should be able to build the examples from sources. If you don't, let us know
|
||||
|
||||
The demo applications are not DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at a different scale and scale your style with `style.ScaleAllSizes()` (see [FAQ](https://www.dearimgui.com/faq)).
|
||||
|
||||
### Integration
|
||||
### Getting Started & Integration
|
||||
|
||||
See the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide for details.
|
||||
|
||||
|
41
imgui.cpp
41
imgui.cpp
@ -443,9 +443,11 @@ CODE
|
||||
- instead of: GetWindowContentRegionMax().x - GetCursorPos().x
|
||||
- you can use: GetContentRegionAvail().x
|
||||
- instead of: GetWindowContentRegionMax().x + GetWindowPos().x
|
||||
- you can use: GetCursorScreenPos().x + GetContentRegionAvail().x (from left edge of window)
|
||||
- you can use: GetCursorScreenPos().x + GetContentRegionAvail().x // when called from left edge of window
|
||||
- instead of: GetContentRegionMax()
|
||||
- you cna use: GetContentRegionAvail() + GetCursorScreenPos() - GetWindowPos() // right edge in weird local coordinates
|
||||
- you can use: GetContentRegionAvail() + GetCursorScreenPos() - GetWindowPos() // right edge in local coordinates
|
||||
- instead of: GetWindowContentRegionMax().x - GetWindowContentRegionMin().x
|
||||
- you can use: GetContentRegionAvail() // when called from left edge of window
|
||||
- 2024/07/15 (1.91.0) - renamed ImGuiSelectableFlags_DontClosePopups to ImGuiSelectableFlags_NoAutoClosePopups. (#1379, #1468, #2200, #4936, #5216, #7302, #7573)
|
||||
(internals: also renamed ImGuiItemFlags_SelectableDontClosePopup into ImGuiItemFlags_AutoClosePopups with inverted behaviors)
|
||||
- 2024/07/15 (1.91.0) - obsoleted PushButtonRepeat()/PopButtonRepeat() in favor of using new PushItemFlag(ImGuiItemFlags_ButtonRepeat, ...)/PopItemFlag().
|
||||
@ -1409,6 +1411,7 @@ ImGuiIO::ImGuiIO()
|
||||
#else
|
||||
ConfigMacOSXBehaviors = false;
|
||||
#endif
|
||||
ConfigNavSwapGamepadButtons = false;
|
||||
ConfigInputTrickleEventQueue = true;
|
||||
ConfigInputTextCursorBlink = true;
|
||||
ConfigInputTextEnterKeepActive = false;
|
||||
@ -2643,12 +2646,11 @@ void ImGuiStorage::BuildSortByKey()
|
||||
{
|
||||
ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), PairComparerByID);
|
||||
}
|
||||
IM_MSVC_RUNTIME_CHECKS_RESTORE
|
||||
|
||||
int ImGuiStorage::GetInt(ImGuiID key, int default_val) const
|
||||
{
|
||||
ImGuiStoragePair* it = ImLowerBound(const_cast<ImGuiStoragePair*>(Data.Data), const_cast<ImGuiStoragePair*>(Data.Data + Data.Size), key);
|
||||
if (it == Data.end() || it->key != key)
|
||||
if (it == Data.Data + Data.Size || it->key != key)
|
||||
return default_val;
|
||||
return it->val_i;
|
||||
}
|
||||
@ -2661,7 +2663,7 @@ bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const
|
||||
float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const
|
||||
{
|
||||
ImGuiStoragePair* it = ImLowerBound(const_cast<ImGuiStoragePair*>(Data.Data), const_cast<ImGuiStoragePair*>(Data.Data + Data.Size), key);
|
||||
if (it == Data.end() || it->key != key)
|
||||
if (it == Data.Data + Data.Size || it->key != key)
|
||||
return default_val;
|
||||
return it->val_f;
|
||||
}
|
||||
@ -2669,7 +2671,7 @@ float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const
|
||||
void* ImGuiStorage::GetVoidPtr(ImGuiID key) const
|
||||
{
|
||||
ImGuiStoragePair* it = ImLowerBound(const_cast<ImGuiStoragePair*>(Data.Data), const_cast<ImGuiStoragePair*>(Data.Data + Data.Size), key);
|
||||
if (it == Data.end() || it->key != key)
|
||||
if (it == Data.Data + Data.Size || it->key != key)
|
||||
return NULL;
|
||||
return it->val_p;
|
||||
}
|
||||
@ -2678,7 +2680,7 @@ void* ImGuiStorage::GetVoidPtr(ImGuiID key) const
|
||||
int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val)
|
||||
{
|
||||
ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key);
|
||||
if (it == Data.end() || it->key != key)
|
||||
if (it == Data.Data + Data.Size || it->key != key)
|
||||
it = Data.insert(it, ImGuiStoragePair(key, default_val));
|
||||
return &it->val_i;
|
||||
}
|
||||
@ -2691,7 +2693,7 @@ bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val)
|
||||
float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)
|
||||
{
|
||||
ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key);
|
||||
if (it == Data.end() || it->key != key)
|
||||
if (it == Data.Data + Data.Size || it->key != key)
|
||||
it = Data.insert(it, ImGuiStoragePair(key, default_val));
|
||||
return &it->val_f;
|
||||
}
|
||||
@ -2699,7 +2701,7 @@ float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)
|
||||
void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)
|
||||
{
|
||||
ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key);
|
||||
if (it == Data.end() || it->key != key)
|
||||
if (it == Data.Data + Data.Size || it->key != key)
|
||||
it = Data.insert(it, ImGuiStoragePair(key, default_val));
|
||||
return &it->val_p;
|
||||
}
|
||||
@ -2708,7 +2710,7 @@ void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)
|
||||
void ImGuiStorage::SetInt(ImGuiID key, int val)
|
||||
{
|
||||
ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key);
|
||||
if (it == Data.end() || it->key != key)
|
||||
if (it == Data.Data + Data.Size || it->key != key)
|
||||
Data.insert(it, ImGuiStoragePair(key, val));
|
||||
else
|
||||
it->val_i = val;
|
||||
@ -2722,7 +2724,7 @@ void ImGuiStorage::SetBool(ImGuiID key, bool val)
|
||||
void ImGuiStorage::SetFloat(ImGuiID key, float val)
|
||||
{
|
||||
ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key);
|
||||
if (it == Data.end() || it->key != key)
|
||||
if (it == Data.Data + Data.Size || it->key != key)
|
||||
Data.insert(it, ImGuiStoragePair(key, val));
|
||||
else
|
||||
it->val_f = val;
|
||||
@ -2731,7 +2733,7 @@ void ImGuiStorage::SetFloat(ImGuiID key, float val)
|
||||
void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val)
|
||||
{
|
||||
ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key);
|
||||
if (it == Data.end() || it->key != key)
|
||||
if (it == Data.Data + Data.Size || it->key != key)
|
||||
Data.insert(it, ImGuiStoragePair(key, val));
|
||||
else
|
||||
it->val_p = val;
|
||||
@ -2742,6 +2744,7 @@ void ImGuiStorage::SetAllInt(int v)
|
||||
for (int i = 0; i < Data.Size; i++)
|
||||
Data[i].val_i = v;
|
||||
}
|
||||
IM_MSVC_RUNTIME_CHECKS_RESTORE
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] ImGuiTextFilter
|
||||
@ -2809,15 +2812,15 @@ void ImGuiTextFilter::Build()
|
||||
|
||||
bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const
|
||||
{
|
||||
if (Filters.empty())
|
||||
if (Filters.Size == 0)
|
||||
return true;
|
||||
|
||||
if (text == NULL)
|
||||
text = "";
|
||||
text = text_end = "";
|
||||
|
||||
for (const ImGuiTextRange& f : Filters)
|
||||
{
|
||||
if (f.empty())
|
||||
if (f.b == f.e)
|
||||
continue;
|
||||
if (f.b[0] == '-')
|
||||
{
|
||||
@ -8867,6 +8870,7 @@ bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
|
||||
|
||||
// This is one of the very rare legacy case where we use ImGuiWindow methods,
|
||||
// it should ideally be flattened at some point but it's been used a lots by widgets.
|
||||
IM_MSVC_RUNTIME_CHECKS_OFF
|
||||
ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)
|
||||
{
|
||||
ImGuiID seed = IDStack.back();
|
||||
@ -9006,6 +9010,13 @@ ImGuiID ImGui::GetID(const void* ptr_id)
|
||||
return window->GetID(ptr_id);
|
||||
}
|
||||
|
||||
ImGuiID ImGui::GetID(int int_id)
|
||||
{
|
||||
ImGuiWindow* window = GImGui->CurrentWindow;
|
||||
return window->GetID(int_id);
|
||||
}
|
||||
IM_MSVC_RUNTIME_CHECKS_RESTORE
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] INPUTS
|
||||
//-----------------------------------------------------------------------------
|
||||
|
4
imgui.h
4
imgui.h
@ -526,6 +526,7 @@ namespace ImGui
|
||||
IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself
|
||||
IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
|
||||
IMGUI_API ImGuiID GetID(const void* ptr_id);
|
||||
IMGUI_API ImGuiID GetID(int int_id);
|
||||
|
||||
// Widgets: Text
|
||||
IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text.
|
||||
@ -669,6 +670,7 @@ namespace ImGui
|
||||
IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().
|
||||
IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header.
|
||||
IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
|
||||
IMGUI_API void SetNextItemStorageID(ImGuiID storage_id); // set id to use for open/close storage (default to same as item id).
|
||||
|
||||
// Widgets: Selectables
|
||||
// - A selectable highlights when hovered, and can display another color when selected.
|
||||
@ -1268,6 +1270,7 @@ enum ImGuiSelectableFlags_
|
||||
ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
|
||||
ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text
|
||||
ImGuiSelectableFlags_AllowOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one
|
||||
ImGuiSelectableFlags_Highlight = 1 << 5, // Make the item be displayed as if it is hovered
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
ImGuiSelectableFlags_DontClosePopups = ImGuiSelectableFlags_NoAutoClosePopups, // Renamed in 1.91.0
|
||||
@ -2317,6 +2320,7 @@ struct ImGuiIO
|
||||
// Miscellaneous options
|
||||
bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations.
|
||||
bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // Swap Cmd<>Ctrl keys + 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.
|
||||
bool ConfigNavSwapGamepadButtons; // = false // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout.
|
||||
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.
|
||||
bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting).
|
||||
bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only).
|
||||
|
239
imgui_demo.cpp
239
imgui_demo.cpp
@ -274,13 +274,14 @@ void* GImGuiDemoMarkerCallbackUserData = NULL;
|
||||
struct ExampleTreeNode
|
||||
{
|
||||
// Tree structure
|
||||
char Name[28];
|
||||
char Name[28] = "";
|
||||
int UID = 0;
|
||||
ExampleTreeNode* Parent = NULL;
|
||||
ImVector<ExampleTreeNode*> Childs;
|
||||
unsigned short IndexInParent = 0; // Maintaining this allows us to implement linear traversal more easily
|
||||
|
||||
// Leaf Data
|
||||
bool HasData = false; // All leaves have data
|
||||
bool HasData = false; // All leaves have data
|
||||
bool DataMyBool = true;
|
||||
int DataMyInt = 128;
|
||||
ImVec2 DataMyVec2 = ImVec2(0.0f, 3.141592f);
|
||||
@ -310,6 +311,7 @@ static ExampleTreeNode* ExampleTree_CreateNode(const char* name, int uid, Exampl
|
||||
snprintf(node->Name, IM_ARRAYSIZE(node->Name), "%s", name);
|
||||
node->UID = uid;
|
||||
node->Parent = parent;
|
||||
node->IndexInParent = parent ? (unsigned short)parent->Childs.Size : 0;
|
||||
if (parent)
|
||||
parent->Childs.push_back(node);
|
||||
return node;
|
||||
@ -1417,18 +1419,18 @@ static void ShowDemoWindowWidgets(DemoWindowData* demo_data)
|
||||
// (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively
|
||||
// stored in the object itself, etc.)
|
||||
const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" };
|
||||
static int item_current_idx = 0; // Here we store our selection data as an index.
|
||||
static int item_selected_idx = 0; // Here we store our selection data as an index.
|
||||
|
||||
// Pass in the preview value visible before opening the combo (it could technically be different contents or not pulled from items[])
|
||||
const char* combo_preview_value = items[item_current_idx];
|
||||
const char* combo_preview_value = items[item_selected_idx];
|
||||
|
||||
if (ImGui::BeginCombo("combo 1", combo_preview_value, flags))
|
||||
{
|
||||
for (int n = 0; n < IM_ARRAYSIZE(items); n++)
|
||||
{
|
||||
const bool is_selected = (item_current_idx == n);
|
||||
const bool is_selected = (item_selected_idx == n);
|
||||
if (ImGui::Selectable(items[n], is_selected))
|
||||
item_current_idx = n;
|
||||
item_selected_idx = n;
|
||||
|
||||
// Set the initial focus when opening the combo (scrolling + keyboard navigation focus)
|
||||
if (is_selected)
|
||||
@ -1470,14 +1472,22 @@ static void ShowDemoWindowWidgets(DemoWindowData* demo_data)
|
||||
// (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively
|
||||
// stored in the object itself, etc.)
|
||||
const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" };
|
||||
static int item_current_idx = 0; // Here we store our selection data as an index.
|
||||
static int item_selected_idx = 0; // Here we store our selected data as an index.
|
||||
|
||||
static bool item_highlight = false;
|
||||
int item_highlighted_idx = -1; // Here we store our highlighted data as an index.
|
||||
ImGui::Checkbox("Highlight hovered item in second listbox", &item_highlight);
|
||||
|
||||
if (ImGui::BeginListBox("listbox 1"))
|
||||
{
|
||||
for (int n = 0; n < IM_ARRAYSIZE(items); n++)
|
||||
{
|
||||
const bool is_selected = (item_current_idx == n);
|
||||
const bool is_selected = (item_selected_idx == n);
|
||||
if (ImGui::Selectable(items[n], is_selected))
|
||||
item_current_idx = n;
|
||||
item_selected_idx = n;
|
||||
|
||||
if (item_highlight && ImGui::IsItemHovered())
|
||||
item_highlighted_idx = n;
|
||||
|
||||
// Set the initial focus when opening the combo (scrolling + keyboard navigation focus)
|
||||
if (is_selected)
|
||||
@ -1493,9 +1503,10 @@ static void ShowDemoWindowWidgets(DemoWindowData* demo_data)
|
||||
{
|
||||
for (int n = 0; n < IM_ARRAYSIZE(items); n++)
|
||||
{
|
||||
const bool is_selected = (item_current_idx == n);
|
||||
if (ImGui::Selectable(items[n], is_selected))
|
||||
item_current_idx = n;
|
||||
bool is_selected = (item_selected_idx == n);
|
||||
ImGuiSelectableFlags flags = (item_highlighted_idx == n) ? ImGuiSelectableFlags_Highlight : 0;
|
||||
if (ImGui::Selectable(items[n], is_selected, flags))
|
||||
item_selected_idx = n;
|
||||
|
||||
// Set the initial focus when opening the combo (scrolling + keyboard navigation focus)
|
||||
if (is_selected)
|
||||
@ -1542,8 +1553,8 @@ static void ShowDemoWindowWidgets(DemoWindowData* demo_data)
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
IMGUI_DEMO_MARKER("Widgets/Selectables/In columns");
|
||||
if (ImGui::TreeNode("In columns"))
|
||||
IMGUI_DEMO_MARKER("Widgets/Selectables/In Tables");
|
||||
if (ImGui::TreeNode("In Tables"))
|
||||
{
|
||||
static bool selected[10] = {};
|
||||
|
||||
@ -3372,6 +3383,52 @@ static void ShowDemoWindowMultiSelect(DemoWindowData* demo_data)
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
// Demonstrate using the clipper with BeginMultiSelect()/EndMultiSelect()
|
||||
IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (in a table)");
|
||||
if (ImGui::TreeNode("Multi-Select (in a table)"))
|
||||
{
|
||||
static ImGuiSelectionBasicStorage selection;
|
||||
|
||||
const int ITEMS_COUNT = 10000;
|
||||
ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT);
|
||||
if (ImGui::BeginTable("##Basket", 2, ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter))
|
||||
{
|
||||
ImGui::TableSetupColumn("Object");
|
||||
ImGui::TableSetupColumn("Action");
|
||||
ImGui::TableSetupScrollFreeze(0, 1);
|
||||
ImGui::TableHeadersRow();
|
||||
|
||||
ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d;
|
||||
ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT);
|
||||
selection.ApplyRequests(ms_io);
|
||||
|
||||
ImGuiListClipper clipper;
|
||||
clipper.Begin(ITEMS_COUNT);
|
||||
if (ms_io->RangeSrcItem != -1)
|
||||
clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped.
|
||||
while (clipper.Step())
|
||||
{
|
||||
for (int n = clipper.DisplayStart; n < clipper.DisplayEnd; n++)
|
||||
{
|
||||
ImGui::TableNextRow();
|
||||
ImGui::TableNextColumn();
|
||||
char label[64];
|
||||
sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]);
|
||||
bool item_is_selected = selection.Contains((ImGuiID)n);
|
||||
ImGui::SetNextItemSelectionUserData(n);
|
||||
ImGui::Selectable(label, item_is_selected, ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap);
|
||||
ImGui::TableNextColumn();
|
||||
ImGui::SmallButton("hello");
|
||||
}
|
||||
}
|
||||
|
||||
ms_io = ImGui::EndMultiSelect();
|
||||
selection.ApplyRequests(ms_io);
|
||||
ImGui::EndTable();
|
||||
}
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (checkboxes)");
|
||||
if (ImGui::TreeNode("Multi-Select (checkboxes)"))
|
||||
{
|
||||
@ -3462,6 +3519,160 @@ static void ShowDemoWindowMultiSelect(DemoWindowData* demo_data)
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
// Demonstrate supporting multiple-selection in a tree.
|
||||
// - We don't use linear indices for selection user data, but our ExampleTreeNode* pointer directly!
|
||||
// This showcase how SetNextItemSelectionUserData() never assume indices!
|
||||
// - The difficulty here is to "interpolate" from RangeSrcItem to RangeDstItem in the SetAll/SetRange request.
|
||||
// We want this interpolation to match what the user sees: in visible order, skipping closed nodes.
|
||||
// This is implemented by our TreeGetNextNodeInVisibleOrder() user-space helper.
|
||||
// - Important: In a real codebase aiming to implement full-featured selectable tree with custom filtering, you
|
||||
// are more likely to build an array mapping sequential indices to visible tree nodes, since your
|
||||
// filtering/search + clipping process will benefit from it. Having this will make this interpolation much easier.
|
||||
// - Consider this a prototype: we are working toward simplifying some of it.
|
||||
IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (trees)");
|
||||
if (ImGui::TreeNode("Multi-Select (trees)"))
|
||||
{
|
||||
HelpMarker(
|
||||
"This is rather advanced and experimental. If you are getting started with multi-select,"
|
||||
"please don't start by looking at how to use it for a tree!\n\n"
|
||||
"Future versions will try to simplify and formalize some of this.");
|
||||
|
||||
struct ExampleTreeFuncs
|
||||
{
|
||||
static void DrawNode(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection)
|
||||
{
|
||||
ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick;
|
||||
tree_node_flags |= ImGuiTreeNodeFlags_NavLeftJumpsBackHere; // Enable pressing left to jump to parent
|
||||
if (node->Childs.Size == 0)
|
||||
tree_node_flags |= ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_Leaf;
|
||||
if (selection->Contains((ImGuiID)node->UID))
|
||||
tree_node_flags |= ImGuiTreeNodeFlags_Selected;
|
||||
|
||||
// Using SetNextItemStorageID() to specify storage id, so we can easily peek into
|
||||
// the storage holding open/close stage, using our TreeNodeGetOpen/TreeNodeSetOpen() functions.
|
||||
ImGui::SetNextItemSelectionUserData((ImGuiSelectionUserData)(intptr_t)node);
|
||||
ImGui::SetNextItemStorageID((ImGuiID)node->UID);
|
||||
if (ImGui::TreeNodeEx(node->Name, tree_node_flags))
|
||||
{
|
||||
for (ExampleTreeNode* child : node->Childs)
|
||||
DrawNode(child, selection);
|
||||
ImGui::TreePop();
|
||||
}
|
||||
else if (ImGui::IsItemToggledOpen())
|
||||
{
|
||||
TreeCloseAndUnselectChildNodes(node, selection);
|
||||
}
|
||||
}
|
||||
|
||||
static bool TreeNodeGetOpen(ExampleTreeNode* node)
|
||||
{
|
||||
return ImGui::GetStateStorage()->GetBool((ImGuiID)node->UID);
|
||||
}
|
||||
|
||||
static void TreeNodeSetOpen(ExampleTreeNode* node, bool open)
|
||||
{
|
||||
ImGui::GetStateStorage()->SetBool((ImGuiID)node->UID, open);
|
||||
}
|
||||
|
||||
// When closing a node: 1) close and unselect all child nodes, 2) select parent if any child was selected.
|
||||
// FIXME: This is currently handled by user logic but I'm hoping to eventually provide tree node
|
||||
// features to do this automatically, e.g. a ImGuiTreeNodeFlags_AutoCloseChildNodes etc.
|
||||
static int TreeCloseAndUnselectChildNodes(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection, int depth = 0)
|
||||
{
|
||||
// Recursive close (the test for depth == 0 is because we call this on a node that was just closed!)
|
||||
int unselected_count = selection->Contains((ImGuiID)node->UID) ? 1 : 0;
|
||||
if (depth == 0 || TreeNodeGetOpen(node))
|
||||
{
|
||||
for (ExampleTreeNode* child : node->Childs)
|
||||
unselected_count += TreeCloseAndUnselectChildNodes(child, selection, depth + 1);
|
||||
TreeNodeSetOpen(node, false);
|
||||
}
|
||||
|
||||
// Select root node if any of its child was selected, otherwise unselect
|
||||
selection->SetItemSelected((ImGuiID)node->UID, (depth == 0 && unselected_count > 0));
|
||||
return unselected_count;
|
||||
}
|
||||
|
||||
// Apply multi-selection requests
|
||||
static void ApplySelectionRequests(ImGuiMultiSelectIO* ms_io, ExampleTreeNode* tree, ImGuiSelectionBasicStorage* selection)
|
||||
{
|
||||
for (ImGuiSelectionRequest& req : ms_io->Requests)
|
||||
{
|
||||
if (req.Type == ImGuiSelectionRequestType_SetAll)
|
||||
{
|
||||
if (req.Selected)
|
||||
TreeSetAllInOpenNodes(tree, selection, req.Selected);
|
||||
else
|
||||
selection->Clear();
|
||||
}
|
||||
else if (req.Type == ImGuiSelectionRequestType_SetRange)
|
||||
{
|
||||
ExampleTreeNode* first_node = (ExampleTreeNode*)(intptr_t)req.RangeFirstItem;
|
||||
ExampleTreeNode* last_node = (ExampleTreeNode*)(intptr_t)req.RangeLastItem;
|
||||
for (ExampleTreeNode* node = first_node; node != NULL; node = TreeGetNextNodeInVisibleOrder(node, last_node))
|
||||
selection->SetItemSelected((ImGuiID)node->UID, req.Selected);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void TreeSetAllInOpenNodes(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection, bool selected)
|
||||
{
|
||||
if (node->Parent != NULL) // Root node isn't visible nor selectable in our scheme
|
||||
selection->SetItemSelected((ImGuiID)node->UID, selected);
|
||||
if (node->Parent == NULL || TreeNodeGetOpen(node))
|
||||
for (ExampleTreeNode* child : node->Childs)
|
||||
TreeSetAllInOpenNodes(child, selection, selected);
|
||||
}
|
||||
|
||||
// Interpolate in *user-visible order* AND only *over opened nodes*.
|
||||
// If you have a sequential mapping tables (e.g. generated after a filter/search pass) this would be simpler.
|
||||
// Here the tricks are that:
|
||||
// - we store/maintain ExampleTreeNode::IndexInParent which allows implementing a linear iterator easily, without searches, without recursion.
|
||||
// this could be replaced by a search in parent, aka 'int index_in_parent = curr_node->Parent->Childs.find_index(curr_node)'
|
||||
// which would only be called when crossing from child to a parent, aka not too much.
|
||||
// - we call SetNextItemStorageID() before our TreeNode() calls with an ID which doesn't relate to UI stack,
|
||||
// making it easier to call TreeNodeGetOpen()/TreeNodeSetOpen() from any location.
|
||||
static ExampleTreeNode* TreeGetNextNodeInVisibleOrder(ExampleTreeNode* curr_node, ExampleTreeNode* last_node)
|
||||
{
|
||||
// Reached last node
|
||||
if (curr_node == last_node)
|
||||
return NULL;
|
||||
|
||||
// Recurse into childs. Query storage to tell if the node is open.
|
||||
if (curr_node->Childs.Size > 0 && TreeNodeGetOpen(curr_node))
|
||||
return curr_node->Childs[0];
|
||||
|
||||
// Next sibling, then into our own parent
|
||||
while (curr_node->Parent != NULL)
|
||||
{
|
||||
if (curr_node->IndexInParent + 1 < curr_node->Parent->Childs.Size)
|
||||
return curr_node->Parent->Childs[curr_node->IndexInParent + 1];
|
||||
curr_node = curr_node->Parent;
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
}; // ExampleTreeFuncs
|
||||
|
||||
static ImGuiSelectionBasicStorage selection;
|
||||
static ExampleTreeNode* tree = ExampleTree_CreateDemoTree(); // Create tree once
|
||||
ImGui::Text("Selection size: %d", selection.Size);
|
||||
|
||||
if (ImGui::BeginChild("##Tree", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY))
|
||||
{
|
||||
ImGuiMultiSelectFlags ms_flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect2d;
|
||||
ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(ms_flags, selection.Size, -1);
|
||||
ExampleTreeFuncs::ApplySelectionRequests(ms_io, tree, &selection);
|
||||
for (ExampleTreeNode* node : tree->Childs)
|
||||
ExampleTreeFuncs::DrawNode(node, &selection);
|
||||
ms_io = ImGui::EndMultiSelect();
|
||||
ExampleTreeFuncs::ApplySelectionRequests(ms_io, tree, &selection);
|
||||
}
|
||||
ImGui::EndChild();
|
||||
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
// Advanced demonstration of BeginMultiSelect()
|
||||
// - Showcase clipping.
|
||||
// - Showcase deletion.
|
||||
|
@ -1235,6 +1235,7 @@ enum ImGuiNextItemDataFlags_
|
||||
ImGuiNextItemDataFlags_HasOpen = 1 << 1,
|
||||
ImGuiNextItemDataFlags_HasShortcut = 1 << 2,
|
||||
ImGuiNextItemDataFlags_HasRefVal = 1 << 3,
|
||||
ImGuiNextItemDataFlags_HasStorageID = 1 << 4,
|
||||
};
|
||||
|
||||
struct ImGuiNextItemData
|
||||
@ -1250,6 +1251,7 @@ struct ImGuiNextItemData
|
||||
bool OpenVal; // Set by SetNextItemOpen()
|
||||
ImU8 OpenCond; // Set by SetNextItemOpen()
|
||||
ImGuiDataTypeStorage RefVal; // Not exposed yet, for ImGuiInputTextFlags_ParseEmptyAsRefVal
|
||||
ImGuiID StorageId; // Set by SetNextItemStorageID()
|
||||
|
||||
ImGuiNextItemData() { memset(this, 0, sizeof(*this)); SelectionUserData = -1; }
|
||||
inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; ItemFlags = ImGuiItemFlags_None; } // Also cleared manually by ItemAdd()!
|
||||
@ -1375,8 +1377,8 @@ typedef ImBitArray<ImGuiKey_NamedKey_COUNT, -ImGuiKey_NamedKey_BEGIN> ImBitAr
|
||||
#define ImGuiKey_NavKeyboardTweakFast ImGuiMod_Shift
|
||||
#define ImGuiKey_NavGamepadTweakSlow ImGuiKey_GamepadL1
|
||||
#define ImGuiKey_NavGamepadTweakFast ImGuiKey_GamepadR1
|
||||
#define ImGuiKey_NavGamepadActivate ImGuiKey_GamepadFaceDown
|
||||
#define ImGuiKey_NavGamepadCancel ImGuiKey_GamepadFaceRight
|
||||
#define ImGuiKey_NavGamepadActivate (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceRight : ImGuiKey_GamepadFaceDown)
|
||||
#define ImGuiKey_NavGamepadCancel (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceDown : ImGuiKey_GamepadFaceRight)
|
||||
#define ImGuiKey_NavGamepadMenu ImGuiKey_GamepadFaceLeft
|
||||
#define ImGuiKey_NavGamepadInput ImGuiKey_GamepadFaceUp
|
||||
|
||||
@ -3705,7 +3707,7 @@ namespace ImGui
|
||||
IMGUI_API int TypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data);
|
||||
|
||||
// Box-Select API
|
||||
IMGUI_API bool BeginBoxSelect(ImGuiWindow* window, ImGuiID box_select_id, ImGuiMultiSelectFlags ms_flags);
|
||||
IMGUI_API bool BeginBoxSelect(const ImRect& scope_rect, ImGuiWindow* window, ImGuiID box_select_id, ImGuiMultiSelectFlags ms_flags);
|
||||
IMGUI_API void EndBoxSelect(const ImRect& scope_rect, ImGuiMultiSelectFlags ms_flags);
|
||||
|
||||
// Multi-Select API
|
||||
@ -3858,7 +3860,7 @@ namespace ImGui
|
||||
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);
|
||||
|
||||
// Widgets: Tree Nodes
|
||||
IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiID storage_id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL);
|
||||
IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL);
|
||||
IMGUI_API void TreePushOverrideID(ImGuiID id);
|
||||
IMGUI_API bool TreeNodeGetOpen(ImGuiID storage_id);
|
||||
IMGUI_API void TreeNodeSetOpen(ImGuiID storage_id, bool open);
|
||||
|
@ -1996,34 +1996,37 @@ void ImGui::TableEndRow(ImGuiTable* table)
|
||||
// We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and
|
||||
// get the new cursor position.
|
||||
if (unfreeze_rows_request)
|
||||
{
|
||||
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
|
||||
table->Columns[column_n].NavLayerCurrent = ImGuiNavLayer_Main;
|
||||
if (unfreeze_rows_actual)
|
||||
{
|
||||
IM_ASSERT(table->IsUnfrozenRows == false);
|
||||
const float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y);
|
||||
table->IsUnfrozenRows = true;
|
||||
table_instance->LastFrozenHeight = y0 - table->OuterRect.Min.y;
|
||||
|
||||
// BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect
|
||||
table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y);
|
||||
table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y;
|
||||
table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen;
|
||||
IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y);
|
||||
|
||||
float row_height = table->RowPosY2 - table->RowPosY1;
|
||||
table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y;
|
||||
table->RowPosY1 = table->RowPosY2 - row_height;
|
||||
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
|
||||
if (unfreeze_rows_actual)
|
||||
{
|
||||
ImGuiTableColumn* column = &table->Columns[column_n];
|
||||
column->DrawChannelCurrent = column->DrawChannelUnfrozen;
|
||||
column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y;
|
||||
}
|
||||
IM_ASSERT(table->IsUnfrozenRows == false);
|
||||
table->IsUnfrozenRows = true;
|
||||
|
||||
// Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y
|
||||
SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect);
|
||||
table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent);
|
||||
// BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect
|
||||
table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y);
|
||||
table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y;
|
||||
table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen;
|
||||
IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y);
|
||||
|
||||
float row_height = table->RowPosY2 - table->RowPosY1;
|
||||
table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y;
|
||||
table->RowPosY1 = table->RowPosY2 - row_height;
|
||||
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
|
||||
{
|
||||
ImGuiTableColumn* column = &table->Columns[column_n];
|
||||
column->DrawChannelCurrent = column->DrawChannelUnfrozen;
|
||||
column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y;
|
||||
}
|
||||
|
||||
// Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y
|
||||
SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect);
|
||||
table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent);
|
||||
}
|
||||
}
|
||||
|
||||
if (!(table->RowFlags & ImGuiTableRowFlags_Headers))
|
||||
|
@ -3903,7 +3903,7 @@ static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* ob
|
||||
|
||||
static bool is_separator(unsigned int c)
|
||||
{
|
||||
return c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|' || c=='\n' || c=='\r' || c=='.' || c=='!';
|
||||
return c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|' || c=='\n' || c=='\r' || c=='.' || c=='!' || c=='\\' || c=='/';
|
||||
}
|
||||
|
||||
static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx)
|
||||
@ -6233,7 +6233,7 @@ bool ImGui::TreeNode(const char* label)
|
||||
if (window->SkipItems)
|
||||
return false;
|
||||
ImGuiID id = window->GetID(label);
|
||||
return TreeNodeBehavior(id, id, ImGuiTreeNodeFlags_None, label, NULL);
|
||||
return TreeNodeBehavior(id, ImGuiTreeNodeFlags_None, label, NULL);
|
||||
}
|
||||
|
||||
bool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args)
|
||||
@ -6252,7 +6252,7 @@ bool ImGui::TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags)
|
||||
if (window->SkipItems)
|
||||
return false;
|
||||
ImGuiID id = window->GetID(label);
|
||||
return TreeNodeBehavior(id, id, flags, label, NULL);
|
||||
return TreeNodeBehavior(id, flags, label, NULL);
|
||||
}
|
||||
|
||||
bool ImGui::TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...)
|
||||
@ -6282,7 +6282,7 @@ bool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char
|
||||
ImGuiID id = window->GetID(str_id);
|
||||
const char* label, *label_end;
|
||||
ImFormatStringToTempBufferV(&label, &label_end, fmt, args);
|
||||
return TreeNodeBehavior(id, id, flags, label, label_end);
|
||||
return TreeNodeBehavior(id, flags, label, label_end);
|
||||
}
|
||||
|
||||
bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args)
|
||||
@ -6294,7 +6294,7 @@ bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char
|
||||
ImGuiID id = window->GetID(ptr_id);
|
||||
const char* label, *label_end;
|
||||
ImFormatStringToTempBufferV(&label, &label_end, fmt, args);
|
||||
return TreeNodeBehavior(id, id, flags, label, label_end);
|
||||
return TreeNodeBehavior(id, flags, label, label_end);
|
||||
}
|
||||
|
||||
bool ImGui::TreeNodeGetOpen(ImGuiID storage_id)
|
||||
@ -6374,7 +6374,7 @@ static void TreeNodeStoreStackData(ImGuiTreeNodeFlags flags)
|
||||
}
|
||||
|
||||
// When using public API, currently 'id == storage_id' is always true, but we separate the values to facilitate advanced user code doing storage queries outside of UI loop.
|
||||
bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiID storage_id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end)
|
||||
bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
if (window->SkipItems)
|
||||
@ -6417,6 +6417,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiID storage_id, ImGuiTreeNodeFlags
|
||||
interact_bb.Max.x = frame_bb.Min.x + text_width + (label_size.x > 0.0f ? style.ItemSpacing.x * 2.0f : 0.0f);
|
||||
|
||||
// Compute open and multi-select states before ItemAdd() as it clear NextItem data.
|
||||
ImGuiID storage_id = (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasStorageID) ? g.NextItemData.StorageId : id;
|
||||
bool is_open = TreeNodeUpdateNextOpen(storage_id, flags);
|
||||
|
||||
bool is_visible;
|
||||
@ -6701,6 +6702,16 @@ void ImGui::SetNextItemOpen(bool is_open, ImGuiCond cond)
|
||||
g.NextItemData.OpenCond = (ImU8)(cond ? cond : ImGuiCond_Always);
|
||||
}
|
||||
|
||||
// Set next TreeNode/CollapsingHeader storage id.
|
||||
void ImGui::SetNextItemStorageID(ImGuiID storage_id)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (g.CurrentWindow->SkipItems)
|
||||
return;
|
||||
g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasStorageID;
|
||||
g.NextItemData.StorageId = storage_id;
|
||||
}
|
||||
|
||||
// CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag).
|
||||
// This is basically the same as calling TreeNodeEx(label, ImGuiTreeNodeFlags_CollapsingHeader). You can remove the _NoTreePushOnOpen flag if you want behavior closer to normal TreeNode().
|
||||
bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags)
|
||||
@ -6709,7 +6720,7 @@ bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags)
|
||||
if (window->SkipItems)
|
||||
return false;
|
||||
ImGuiID id = window->GetID(label);
|
||||
return TreeNodeBehavior(id, id, flags | ImGuiTreeNodeFlags_CollapsingHeader, label);
|
||||
return TreeNodeBehavior(id, flags | ImGuiTreeNodeFlags_CollapsingHeader, label);
|
||||
}
|
||||
|
||||
// p_visible == NULL : regular collapsing header
|
||||
@ -6729,7 +6740,7 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFl
|
||||
flags |= ImGuiTreeNodeFlags_CollapsingHeader;
|
||||
if (p_visible)
|
||||
flags |= ImGuiTreeNodeFlags_AllowOverlap | (ImGuiTreeNodeFlags)ImGuiTreeNodeFlags_ClipLabelForTrailingButton;
|
||||
bool is_open = TreeNodeBehavior(id, id, flags, label);
|
||||
bool is_open = TreeNodeBehavior(id, flags, label);
|
||||
if (p_visible != NULL)
|
||||
{
|
||||
// Create a small overlapping close button
|
||||
@ -6901,14 +6912,15 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
|
||||
// Render
|
||||
if (is_visible)
|
||||
{
|
||||
if (hovered || selected)
|
||||
const bool highlighted = hovered || (flags & ImGuiSelectableFlags_Highlight);
|
||||
if (highlighted || selected)
|
||||
{
|
||||
// FIXME-MULTISELECT: Styling: Color for 'selected' elements? ImGuiCol_HeaderSelected
|
||||
ImU32 col;
|
||||
if (selected && !hovered)
|
||||
if (selected && !highlighted)
|
||||
col = GetColorU32(ImLerp(GetStyleColorVec4(ImGuiCol_Header), GetStyleColorVec4(ImGuiCol_HeaderHovered), 0.5f));
|
||||
else
|
||||
col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
|
||||
col = GetColorU32((held && highlighted) ? ImGuiCol_HeaderActive : highlighted ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
|
||||
RenderFrame(bb.Min, bb.Max, col, false, 0.0f);
|
||||
}
|
||||
if (g.NavId == id)
|
||||
@ -7227,7 +7239,7 @@ static void BoxSelectScrollWithMouseDrag(ImGuiBoxSelectState* bs, ImGuiWindow* w
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui::BeginBoxSelect(ImGuiWindow* window, ImGuiID box_select_id, ImGuiMultiSelectFlags ms_flags)
|
||||
bool ImGui::BeginBoxSelect(const ImRect& scope_rect, ImGuiWindow* window, ImGuiID box_select_id, ImGuiMultiSelectFlags ms_flags)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiBoxSelectState* bs = &g.BoxSelectState;
|
||||
@ -7247,11 +7259,10 @@ bool ImGui::BeginBoxSelect(ImGuiWindow* window, ImGuiID box_select_id, ImGuiMult
|
||||
|
||||
// Current frame absolute prev/current rectangles are used to toggle selection.
|
||||
// They are derived from positions relative to scrolling space.
|
||||
const ImRect scope_rect = window->InnerClipRect;
|
||||
ImVec2 start_pos_abs = WindowPosRelToAbs(window, bs->StartPosRel);
|
||||
ImVec2 prev_end_pos_abs = WindowPosRelToAbs(window, bs->EndPosRel); // Clamped already
|
||||
ImVec2 curr_end_pos_abs = g.IO.MousePos;
|
||||
if (ms_flags & ImGuiMultiSelectFlags_ScopeWindow) // Box-select scrolling only happens with ScopeWindow
|
||||
if (ms_flags & ImGuiMultiSelectFlags_ScopeWindow) // Box-select scrolling only happens with ScopeWindow
|
||||
curr_end_pos_abs = ImClamp(curr_end_pos_abs, scope_rect.Min, scope_rect.Max);
|
||||
bs->BoxSelectRectPrev.Min = ImMin(start_pos_abs, prev_end_pos_abs);
|
||||
bs->BoxSelectRectPrev.Max = ImMax(start_pos_abs, prev_end_pos_abs);
|
||||
@ -7305,6 +7316,7 @@ void ImGui::EndBoxSelect(const ImRect& scope_rect, ImGuiMultiSelectFlags ms_flag
|
||||
// [SECTION] Widgets: Multi-Select support
|
||||
//-------------------------------------------------------------------------
|
||||
// - DebugLogMultiSelectRequests() [Internal]
|
||||
// - CalcScopeRect() [Internal]
|
||||
// - BeginMultiSelect()
|
||||
// - EndMultiSelect()
|
||||
// - SetNextItemSelectionUserData()
|
||||
@ -7323,6 +7335,22 @@ static void DebugLogMultiSelectRequests(const char* function, const ImGuiMultiSe
|
||||
}
|
||||
}
|
||||
|
||||
static ImRect CalcScopeRect(ImGuiMultiSelectTempData* ms, ImGuiWindow* window)
|
||||
{
|
||||
if (ms->Flags & ImGuiMultiSelectFlags_ScopeRect)
|
||||
{
|
||||
// Warning: this depends on CursorMaxPos so it means to be called by EndMultiSelect() only
|
||||
return ImRect(ms->ScopeRectMin, ImMax(window->DC.CursorMaxPos, ms->ScopeRectMin));
|
||||
}
|
||||
else
|
||||
{
|
||||
// Add inner table decoration (#7821) // FIXME: Why not baking in InnerClipRect?
|
||||
ImRect scope_rect = window->InnerClipRect;
|
||||
scope_rect.Min = ImMin(scope_rect.Min + ImVec2(window->DecoInnerSizeX1, window->DecoInnerSizeY1), scope_rect.Max);
|
||||
return scope_rect;
|
||||
}
|
||||
}
|
||||
|
||||
// Return ImGuiMultiSelectIO structure.
|
||||
// Lifetime: don't hold on ImGuiMultiSelectIO* pointers over multiple frames or past any subsequent call to BeginMultiSelect() or EndMultiSelect().
|
||||
// Passing 'selection_size' and 'items_count' parameters is currently optional.
|
||||
@ -7405,7 +7433,7 @@ ImGuiMultiSelectIO* ImGui::BeginMultiSelect(ImGuiMultiSelectFlags flags, int sel
|
||||
if (flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d))
|
||||
{
|
||||
ms->BoxSelectId = GetID("##BoxSelect");
|
||||
if (BeginBoxSelect(window, ms->BoxSelectId, flags))
|
||||
if (BeginBoxSelect(CalcScopeRect(ms, window), window, ms->BoxSelectId, flags))
|
||||
request_clear |= bs->RequestClear;
|
||||
}
|
||||
|
||||
@ -7458,7 +7486,7 @@ ImGuiMultiSelectIO* ImGui::EndMultiSelect()
|
||||
IM_ASSERT(g.CurrentMultiSelect != NULL && storage->Window == g.CurrentWindow);
|
||||
IM_ASSERT(g.MultiSelectTempDataStacked > 0 && &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1] == g.CurrentMultiSelect);
|
||||
|
||||
const ImRect scope_rect = (ms->Flags & ImGuiMultiSelectFlags_ScopeRect) ? ImRect(ms->ScopeRectMin, ImMax(window->DC.CursorMaxPos, ms->ScopeRectMin)) : window->InnerClipRect;
|
||||
ImRect scope_rect = CalcScopeRect(ms, window);
|
||||
if (ms->IsFocused)
|
||||
{
|
||||
// We currently don't allow user code to modify RangeSrcItem by writing to BeginIO's version, but that would be an easy change here.
|
||||
|
Loading…
x
Reference in New Issue
Block a user