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mirror of https://github.com/ocornut/imgui.git synced 2024-09-24 03:28:33 +02:00

Removed IMGUI_ONCE_UPON_A_FRAME in favor of ImGuiOnceUponAFrame which is supported by all compilers

This commit is contained in:
omar 2014-11-26 22:16:38 +00:00
parent 7f6453ca70
commit b9118750ae
2 changed files with 49 additions and 45 deletions

View File

@ -142,7 +142,7 @@
e.g. "##Foobar" display an empty label and uses "##Foobar" as ID
- read articles about the imgui principles (see web links) to understand the requirement and use of ID.
- tip: the construct 'if (IMGUI_ONCE_UPON_A_FRAME)' will evaluate to true only once a frame, you can use it to add custom UI in the middle of a deep nested inner loop in your code.
- tip: the construct 'static ImGuiOnceUponAFrame once; if (once)' will evaluate to 'true' only once a frame, you can use it to quickly add custom UI in the middle of a deep nested inner loop in your code.
- tip: you can call Render() multiple times (e.g for VR renders), up to you to communicate the extra state to your RenderDrawListFn function.
- tip: you can create widgets without a Begin()/End() block, they will go in an implicit window called "Debug"
- tip: read the ShowTestWindow() code for more example of how to use ImGui!
@ -3675,7 +3675,7 @@ bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, c
ItemSize(bb);
RenderFrame(frame_bb.Min, frame_bb.Max, window->Color(ImGuiCol_FrameBg));
// Process clicking on the slider
// Process clicking on the slider
if (g.ActiveId == id)
{
if (g.IO.MouseDown[0])
@ -4428,17 +4428,17 @@ bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputT
edit_state.SelectedAllMouseLock = false;
const int k_mask = (is_shift_down ? STB_TEXTEDIT_K_SHIFT : 0);
if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { edit_state.OnKeyPressed(is_ctrl_down ? STB_TEXTEDIT_K_WORDLEFT | k_mask : STB_TEXTEDIT_K_LEFT | k_mask); }
else if (IsKeyPressedMap(ImGuiKey_RightArrow)) { edit_state.OnKeyPressed(is_ctrl_down ? STB_TEXTEDIT_K_WORDRIGHT | k_mask : STB_TEXTEDIT_K_RIGHT | k_mask); }
else if (IsKeyPressedMap(ImGuiKey_Home)) { edit_state.OnKeyPressed(is_ctrl_down ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); }
else if (IsKeyPressedMap(ImGuiKey_End)) { edit_state.OnKeyPressed(is_ctrl_down ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); }
else if (IsKeyPressedMap(ImGuiKey_Delete)) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); }
else if (IsKeyPressedMap(ImGuiKey_Backspace)) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); }
if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { edit_state.OnKeyPressed(is_ctrl_down ? STB_TEXTEDIT_K_WORDLEFT | k_mask : STB_TEXTEDIT_K_LEFT | k_mask); }
else if (IsKeyPressedMap(ImGuiKey_RightArrow)) { edit_state.OnKeyPressed(is_ctrl_down ? STB_TEXTEDIT_K_WORDRIGHT | k_mask : STB_TEXTEDIT_K_RIGHT | k_mask); }
else if (IsKeyPressedMap(ImGuiKey_Home)) { edit_state.OnKeyPressed(is_ctrl_down ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); }
else if (IsKeyPressedMap(ImGuiKey_End)) { edit_state.OnKeyPressed(is_ctrl_down ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); }
else if (IsKeyPressedMap(ImGuiKey_Delete)) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); }
else if (IsKeyPressedMap(ImGuiKey_Backspace)) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); }
else if (IsKeyPressedMap(ImGuiKey_Enter)) { g.ActiveId = 0; enter_pressed = true; }
else if (IsKeyPressedMap(ImGuiKey_Escape)) { g.ActiveId = 0; cancel_edit = true; }
else if (is_ctrl_down && IsKeyPressedMap(ImGuiKey_Z)) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_UNDO); }
else if (is_ctrl_down && IsKeyPressedMap(ImGuiKey_Y)) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_REDO); }
else if (is_ctrl_down && IsKeyPressedMap(ImGuiKey_A)) { edit_state.SelectAll(); }
else if (is_ctrl_down && IsKeyPressedMap(ImGuiKey_Z)) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_UNDO); }
else if (is_ctrl_down && IsKeyPressedMap(ImGuiKey_Y)) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_REDO); }
else if (is_ctrl_down && IsKeyPressedMap(ImGuiKey_A)) { edit_state.SelectAll(); }
else if (is_ctrl_down && (IsKeyPressedMap(ImGuiKey_X) || IsKeyPressedMap(ImGuiKey_C)))
{
// Cut, Copy
@ -4550,15 +4550,15 @@ bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputT
callback_data.BufSize = edit_state.BufSize;
callback_data.BufDirty = false;
callback_data.Flags = flags;
callback_data.UserData = user_data;
callback_data.UserData = user_data;
// We have to convert from position from wchar to UTF-8 positions
const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromWchar(edit_state.Text, edit_state.Text + edit_state.StbState.cursor);
const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromWchar(edit_state.Text, edit_state.Text + edit_state.StbState.select_start);
const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromWchar(edit_state.Text, edit_state.Text + edit_state.StbState.select_end);
// Call user code
callback(&callback_data);
// Call user code
callback(&callback_data);
// Read back what user may have modified
IM_ASSERT(callback_data.Buf == text_tmp_utf8); // Invalid to modify those fields
@ -6674,6 +6674,10 @@ void ImGui::ShowTestWindow(bool* open)
ImGui::EndTooltip();
}
//static ImGuiOnceUponAFrame oaf;
//if (oaf) ImGui::Text("This will be displayed.");
//if (oaf) ImGui::Text("This won't be displayed!");
ImGui::Separator();
ImGui::Text("^ Horizontal separator");
@ -7083,7 +7087,7 @@ struct ExampleAppConsole
void TextEditCallback(ImGuiTextEditCallbackData* data)
{
//AddLog("cursor: %d, selection: %d-%d", data->CursorPos, data->SelectionStart, data->SelectionEnd);
//AddLog("cursor: %d, selection: %d-%d", data->CursorPos, data->SelectionStart, data->SelectionEnd);
switch (data->EventKey)
{
case ImGuiKey_Tab:
@ -7140,11 +7144,11 @@ struct ExampleAppConsole
match_len++;
}
if (match_len > 0)
{
data->DeleteChars(word_start - data->Buf, word_end-word_start);
data->InsertChars(data->CursorPos, candidates[0], candidates[0] + match_len);
}
if (match_len > 0)
{
data->DeleteChars(word_start - data->Buf, word_end-word_start);
data->InsertChars(data->CursorPos, candidates[0], candidates[0] + match_len);
}
// List matches
AddLog("Possible matches:\n");
@ -7173,7 +7177,7 @@ static void ShowExampleAppConsole(bool* open)
}
ImGui::TextWrapped("This example implement a simple console. A more elaborate implementation may want to store individual entries along with extra data such as timestamp, emitter, etc.");
ImGui::TextWrapped("Press TAB to use text completion.");
ImGui::TextWrapped("Press TAB to use text completion.");
// TODO: display from bottom
// TODO: clip manually

48
imgui.h
View File

@ -123,7 +123,7 @@ public:
#endif // #ifndef ImVector
// Helpers at bottom of the file:
// - if (IMGUI_ONCE_UPON_A_FRAME) // Execute a block of code once per frame only
// - struct ImGuiOnceUponAFrame // Execute a block of code once per frame only (convenient for creating UI within deep-nested code that runs multiple times)
// - struct ImGuiTextFilter // Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
// - struct ImGuiTextBuffer // Text buffer for logging/accumulating text
// - struct ImGuiStorage // Custom key value storage (if you need to alter open/close states manually)
@ -239,7 +239,7 @@ namespace ImGui
IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
IMGUI_API bool RadioButton(const char* label, bool active);
IMGUI_API bool RadioButton(const char* label, int* v, int v_button);
IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, void (*callback)(ImGuiTextEditCallbackData*) = NULL, void* user_data = NULL);
IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, void (*callback)(ImGuiTextEditCallbackData*) = NULL, void* user_data = NULL);
IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);
IMGUI_API bool InputFloat2(const char* label, float v[2], int decimal_precision = -1);
IMGUI_API bool InputFloat3(const char* label, float v[3], int decimal_precision = -1);
@ -326,8 +326,8 @@ enum ImGuiInputTextFlags_
ImGuiInputTextFlags_AutoSelectAll = 1 << 2, // Select entire text when first taking focus
ImGuiInputTextFlags_EnterReturnsTrue = 1 << 3, // Return 'true' when Enter is pressed (as opposed to when the value was modified)
ImGuiInputTextFlags_CallbackCompletion = 1 << 4, // Call user function on pressing TAB (for completion handling)
ImGuiInputTextFlags_CallbackHistory = 1 << 5, // Call user function on pressing Up/Down arrows (for history handling)
ImGuiInputTextFlags_CallbackAlways = 1 << 6 // Call user function every frame
ImGuiInputTextFlags_CallbackHistory = 1 << 5, // Call user function on pressing Up/Down arrows (for history handling)
ImGuiInputTextFlags_CallbackAlways = 1 << 6 // Call user function every frame
//ImGuiInputTextFlags_AlignCenter = 1 << 6,
};
@ -529,15 +529,15 @@ struct ImGuiIO
//-----------------------------------------------------------------------------
// Helper: execute a block of code once a frame only
// Usage: if (IMGUI_ONCE_UPON_A_FRAME) {/*do something once a frame*/)
#define IMGUI_ONCE_UPON_A_FRAME static ImGuiOncePerFrame im = ImGuiOncePerFrame()
struct ImGuiOncePerFrame
// Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.
// Usage:
// static ImGuiOnceUponAFrame once;
// if (once) { ... }
struct ImGuiOnceUponAFrame
{
ImGuiOncePerFrame() : LastFrame(-1) {}
operator bool() const { return TryIsNewFrame(); }
private:
mutable int LastFrame;
bool TryIsNewFrame() const { const int current_frame = ImGui::GetFrameCount(); if (LastFrame == current_frame) return false; LastFrame = current_frame; return true; }
ImGuiOnceUponAFrame() { RefFrame = -1; }
mutable int RefFrame;
operator bool() const { const int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
};
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
@ -608,19 +608,19 @@ struct ImGuiStorage
// Shared state of InputText(), passed to callback when a ImGuiInputTextFlags_Callback* flag is used.
struct ImGuiTextEditCallbackData
{
ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only
char* Buf; // Current text // Read-write (pointed data only)
size_t BufSize; // // Read-only
bool BufDirty; // Set if you modify Buf directly // Write
ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
int CursorPos; // // Read-write
int SelectionStart; // // Read-write (== to SelectionEnd when no selection)
int SelectionEnd; // // Read-write
void* UserData; // What user passed to InputText()
ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only
char* Buf; // Current text // Read-write (pointed data only)
size_t BufSize; // // Read-only
bool BufDirty; // Set if you modify Buf directly // Write
ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
int CursorPos; // // Read-write
int SelectionStart; // // Read-write (== to SelectionEnd when no selection)
int SelectionEnd; // // Read-write
void* UserData; // What user passed to InputText()
// NB: calling those function loses selection.
void DeleteChars(size_t pos, size_t bytes_count);
void InsertChars(size_t pos, const char* text, const char* text_end = NULL);
// NB: calling those function loses selection.
void DeleteChars(size_t pos, size_t bytes_count);
void InsertChars(size_t pos, const char* text, const char* text_end = NULL);
};
//-----------------------------------------------------------------------------