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@ -43,8 +43,8 @@ Breaking changes:
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- The typedef for ImTextureID now defaults to ImU64 instead of void*. (#1641)
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- This removes the requirement to redefine it for backends which are e.g. storing
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descriptor sets or other 64-bits structures when building on 32-bits archs.
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It therefore simplify various building scripts/helpers.
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descriptor sets or other 64-bits structures when building on 32-bits archs
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(namely our DX12 and Vulkan backends). It therefore simplify various building scripts/helpers.
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- You may have compile-time issues if you were casting to 'void*' instead of 'ImTextureID'
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when passing your types to functions taking ImTextureID values, e.g. ImGui::Image().
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In doubt it is almost always better to do an intermediate intptr_t cast, since it
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@ -67,7 +67,12 @@ Other changes:
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state to draw callbacks. (#6969, #5834, #7468, #3590)
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- IO: WantCaptureKeyboard is never set when ImGuiConfigFlags_NoKeyboard is enabled. (#4921)
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- Error Handling: turned a few more functions into recoverable errors. (#1651)
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- Nav: added io.ConfigNavEscapeClearFocusWindow to clear focused window on Escape. (#3200)
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- Nav: added io.ConfigNavEscapeClearFocusItem and io.ConfigNavEscapeClearFocusWindow to change
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how pressing Escape affects navigation. (#8059, #2048, #1074, #3200)
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- Set io.ConfigNavEscapeClearFocusItem = true (default) to clear focused item and highlight.
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- Set io.ConfigNavEscapeClearFocusItem = false for Escape to not have a specific effect.
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- Set io.ConfigNavEscapeClearFocusWindow = true to completely unfocus the dear imgui window,
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is for some reason your app relies on imgui focus to take other decisions.
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- Nav: pressing escape to hide nav highlight doesn't clear location from when ctrl+tabbing
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back into same window later.
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- Nav: fixed Ctrl+Tab so when starting with no focused window it starts from the top-most
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@ -275,13 +275,13 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- nav: some features such as PageUp/Down/Home/End should probably work without ImGuiConfigFlags_NavEnableKeyboard? (where do we draw the line? how about CTRL+Tab)
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! nav: never clear NavId on some setup (e.g. gamepad centric)
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- nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable.
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- nav: Home/End behavior when navigable item is not fully visible at the edge of scrolling? should be backtrack to keep item into view?
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- nav: NavScrollToBringItemIntoView() with item bigger than view should focus top-right? Repro: using Nav in "About Window"
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- nav: wrap around logic to allow e.g. grid based layout (pressing NavRight on the right-most element would go to the next row, etc.). see internal's NavMoveRequestTryWrapping().
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- nav: expose wrap around flags/logic to allow e.g. grid based layout (pressing NavRight on the right-most element would go to the next row, etc.). see internal's NavMoveRequestTryWrapping().
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- nav: patterns to make it possible for arrows key to update selection (see JustMovedTo in range_select branch)
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- nav: restore/find nearest NavId when current one disappear (e.g. pressed a button that disappear, or perhaps auto restoring when current button change name)
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- nav: SetItemDefaultFocus() level of priority, so widget like Selectable when inside a popup could claim a low-priority default focus on the first selected iem
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- nav: holding space to repeat a button doesn't show button activated during hold.
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- nav: NavFlattened: init requests don't work properly on flattened siblings.
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- nav: NavFlattened: pageup/pagedown/home/end don't work properly on flattened siblings.
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- nav: NavFlattened: ESC on a flattened child should select something.
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@ -1409,6 +1409,7 @@ ImGuiIO::ImGuiIO()
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ConfigNavSwapGamepadButtons = false;
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ConfigNavMoveSetMousePos = false;
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ConfigNavCaptureKeyboard = true;
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ConfigNavEscapeClearFocusItem = true;
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ConfigNavEscapeClearFocusWindow = false;
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ConfigInputTrickleEventQueue = true;
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ConfigInputTextCursorBlink = true;
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@ -13376,11 +13377,13 @@ static void ImGui::NavUpdateCancelRequest()
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{
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// Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were
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// FIXME-NAV: This should happen on window appearing.
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if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup)))// || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
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g.NavWindow->NavLastIds[0] = 0;
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if (g.IO.ConfigNavEscapeClearFocusItem || g.IO.ConfigNavEscapeClearFocusWindow)
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if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup)))// || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
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g.NavWindow->NavLastIds[0] = 0;
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// Clear nav focus
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g.NavId = 0;
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if (g.IO.ConfigNavEscapeClearFocusItem || g.IO.ConfigNavEscapeClearFocusWindow)
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g.NavId = 0;
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if (g.IO.ConfigNavEscapeClearFocusWindow)
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FocusWindow(NULL);
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}
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5
imgui.h
5
imgui.h
@ -2250,7 +2250,8 @@ struct ImGuiIO
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bool ConfigNavSwapGamepadButtons; // = false // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout.
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bool ConfigNavMoveSetMousePos; // = false // Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult. Will update io.MousePos and set io.WantSetMousePos=true.
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bool ConfigNavCaptureKeyboard; // = true // Sets io.WantCaptureKeyboard when io.NavActive is set.
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bool ConfigNavEscapeClearFocusWindow;// = false // Pressing Escape (when no item is active, no popup open etc.) clears focused window + navigation id/highlight.
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bool ConfigNavEscapeClearFocusItem; // = true // Pressing Escape can clear focused item + navigation id/highlight. Set to false if you want to always keep highlight on.
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bool ConfigNavEscapeClearFocusWindow;// = false // Pressing Escape can clear focused window as well (super set of io.ConfigNavEscapeClearFocusItem).
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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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@ -2367,7 +2368,7 @@ struct ImGuiIO
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bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when io.ConfigNavMoveSetMousePos is enabled.
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bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving!
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bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
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bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
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bool NavVisible; // Keyboard/Gamepad navigation highlight is visible and allowed (will handle ImGuiKey_NavXXX events).
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float Framerate; // Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally.
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int MetricsRenderVertices; // Vertices output during last call to Render()
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int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
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@ -532,6 +532,8 @@ void ImGui::ShowDemoWindow(bool* p_open)
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ImGui::Checkbox("io.ConfigNavMoveSetMousePos", &io.ConfigNavMoveSetMousePos);
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ImGui::SameLine(); HelpMarker("Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult");
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ImGui::Checkbox("io.ConfigNavCaptureKeyboard", &io.ConfigNavCaptureKeyboard);
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ImGui::Checkbox("io.ConfigNavEscapeClearFocusItem", &io.ConfigNavEscapeClearFocusItem);
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ImGui::SameLine(); HelpMarker("Pressing Escape clears focused item.");
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ImGui::Checkbox("io.ConfigNavEscapeClearFocusWindow", &io.ConfigNavEscapeClearFocusWindow);
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ImGui::SameLine(); HelpMarker("Pressing Escape clears focused window.");
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@ -1600,7 +1600,7 @@ struct ImGuiNavItemData
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void Clear() { Window = NULL; ID = FocusScopeId = 0; ItemFlags = 0; SelectionUserData = -1; DistBox = DistCenter = DistAxial = FLT_MAX; }
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};
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// Storage for PushFocusScope()
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// Storage for PushFocusScope(), g.FocusScopeStack[], g.NavFocusRoute[]
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struct ImGuiFocusScopeData
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{
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ImGuiID ID;
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@ -3223,6 +3223,8 @@ namespace ImGui
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IMGUI_API void RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect);
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// Typing-Select API
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// (provide Windows Explorer style "select items by typing partial name" + "cycle through items by typing same letter" feature)
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// (this is currently not documented nor used by main library, but should work. See "widgets_typingselect" in imgui_test_suite for usage code. Please let us know if you use this!)
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IMGUI_API ImGuiTypingSelectRequest* GetTypingSelectRequest(ImGuiTypingSelectFlags flags = ImGuiTypingSelectFlags_None);
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IMGUI_API int TypingSelectFindMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx);
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IMGUI_API int TypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx);
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