mirror of
https://github.com/ocornut/imgui.git
synced 2025-02-26 14:51:46 +01:00
Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_vulkan.cpp # imgui_internal.h
This commit is contained in:
commit
d0d571e0d7
@ -154,6 +154,7 @@ bool ImGui_ImplMetal_Init(id<MTLDevice> device)
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void ImGui_ImplMetal_Shutdown()
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{
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ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
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IM_UNUSED(bd);
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IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
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ImGui_ImplMetal_ShutdownMultiViewportSupport();
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ImGui_ImplMetal_DestroyDeviceObjects();
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|
@ -28,6 +28,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2025-01-09: Vulkan: Added IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE to clarify how many image sampler descriptors are expected to be available in descriptor pool. (#6642)
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// 2025-01-06: Vulkan: Added more ImGui_ImplVulkanH_XXXX helper functions to simplify our examples.
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// 2024-12-11: Vulkan: Fixed setting VkSwapchainCreateInfoKHR::preTransform for platforms not supporting VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR. (#8222)
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// 2024-11-27: Vulkan: Make user-provided descriptor pool optional. As a convenience, when setting init_info->DescriptorPoolSize the backend will create one itself. (#8172, #4867)
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@ -1052,8 +1053,9 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
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check_vk_result(err);
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}
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if (v->DescriptorPoolSize)
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if (v->DescriptorPoolSize != 0)
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{
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IM_ASSERT(v->DescriptorPoolSize > IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE);
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VkDescriptorPoolSize pool_size = { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, v->DescriptorPoolSize };
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VkDescriptorPoolCreateInfo pool_info = {};
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pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
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|
@ -62,14 +62,16 @@
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#define IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
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#endif
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// Current version of the backend use 1 descriptor for the font atlas + as many as additional calls done to ImGui_ImplVulkan_AddTexture().
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// It is expected that as early as Q1 2025 the backend will use a few more descriptors. Use this value + number of desired calls to ImGui_ImplVulkan_AddTexture().
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#define IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE (1) // Minimum per atlas
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// Initialization data, for ImGui_ImplVulkan_Init()
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// [Please zero-clear before use!]
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// - About descriptor pool:
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// - A VkDescriptorPool should be created with VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT,
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// and must contain a pool size large enough to hold a small number of VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptors.
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// - As an convenience, by setting DescriptorPoolSize > 0 the backend will create one for you.
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// - Current version of the backend use 1 descriptor for the font atlas + as many as additional calls done to ImGui_ImplVulkan_AddTexture().
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// - It is expected that as early as Q1 2025 the backend will use a few more descriptors, so aim at 10 + number of desierd calls to ImGui_ImplVulkan_AddTexture().
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// - About dynamic rendering:
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// - When using dynamic rendering, set UseDynamicRendering=true and fill PipelineRenderingCreateInfo structure.
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struct ImGui_ImplVulkan_InitInfo
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@ -43,8 +43,19 @@ Breaking changes:
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Other changes:
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- Fixed issues with IsItemDeactivated() and IsItemDeactivatedAfterEdit() not
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emitting a reliable signal when an item is deactivated externally: e.g.
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via an explicit clear of focus, clear of active id, opening of modal etc.
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(#5184, #5904, #6766, #8303, #8004)
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- It used to work when the interruption happened in the frame before the
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active item as submitted, but not after. It should work in both cases now.
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- While this is not specific to a certain widgets, typically it would
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mostly be noticeable on InputText() because it keeps ActiveId for a
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longer time while allowing other interaction to happen.
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- Error Handling: Fixed bugs recovering from within a table that created
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a child window, and from nested child windows. (#1651)
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- Error Handling: Turned common EndTable() and other TableXXX functions
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fail cases into a recoverable error. (#1651, #8314)
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- InputText: Fixed a bug where character replacements performed from a callback
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were not applied when pasting from clipbard. (#8229)
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- InputText: Fixed issue when activating a ReadOnly field when the underlying
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@ -79,6 +90,10 @@ Other changes:
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platforms not supporting VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR. (#8222) [@Zer0xFF]
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- Backends: Vulkan: Added a few more ImGui_ImplVulkanH_XXX helper functions
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primarily for the purpose of making our examples simpler.
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||||
- Backends: Vulkan: Added IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE to clarify
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how many image sampler descriptors are expected to be available in the provided
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descriptor pool. Current backend needs 1 but it is expected that by end of Q1 2025
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this number will grow (will staying a very small number). (#6642)
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- Backends: DX11: Expose vertex constant buffer in ImGui_ImplDX11_RenderState.
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Reset projection matrix in ImDrawCallback_ResetRenderState handlers. (#6969, #5834, #7468, #3590)
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- Backends: DX10: Expose ImGui_ImplDX10_RenderState for completeness. (#6969, #5834, #7468, #3590)
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@ -156,11 +171,12 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v
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Breaking changes:
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||||
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- Commented out pre-1.87 IO system (equivalent to using IMGUI_DISABLE_OBSOLETE_KEYIO or IMGUI_DISABLE_OBSOLETE_FUNCTIONS before).
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- io.KeyMap[] and io.KeysDown[] are removed (obsoleted February 2022).
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- io.KeyMap[] and io.KeysDown[] are removed (obsoleted February 2022). Use IsKeyDown() instead.
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- io.NavInputs[] and ImGuiNavInput are removed (obsoleted July 2022).
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- Pre-1.87 backends are not supported:
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- backends need to call io.AddKeyEvent(), io.AddMouseEvent() instead of writing to io.KeysDown[], io.MouseDown[] fields.
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- backends need to call io.AddKeyAnalogEvent() for gamepad values instead of writing to io.NavInputs[] fields.
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- you can use IsKeyDown() instead of reading from io.KeysDown[].
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- For more references:
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- read 1.87 and 1.88 part of API BREAKING CHANGES in imgui.cpp or read Changelog for 1.87 and 1.88.
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- read https://github.com/ocornut/imgui/issues/4921
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@ -2656,6 +2672,7 @@ Breaking Changes:
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- For all calls to IO new functions, the Dear ImGui context should be bound/current.
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- Reworked IO keyboard input API: (#4921, #2625, #3724) [@thedmd, @ocornut]
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- Added io.AddKeyEvent() function, obsoleting writing directly to io.KeyMap[], io.KeysDown[] arrays.
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- You can use IsKeyDown() instead of reading from io.KeysDown[].
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- For keyboard modifiers, you can call io.AddKeyEvent() with ImGuiKey_ModXXX values,
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obsoleting writing directly to io.KeyCtrl, io.KeyShift etc.
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- Added io.SetKeyEventNativeData() function (optional) to pass native and old legacy indices.
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@ -189,17 +189,18 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
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}
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// Create Descriptor Pool
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// The example only requires a single combined image sampler descriptor for the font image and only uses one descriptor set (for that)
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// If you wish to load e.g. additional textures you may need to alter pools sizes.
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// If you wish to load e.g. additional textures you may need to alter pools sizes and maxSets.
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{
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VkDescriptorPoolSize pool_sizes[] =
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{
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{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1 },
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{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE },
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};
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VkDescriptorPoolCreateInfo pool_info = {};
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pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
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pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
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pool_info.maxSets = 1;
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pool_info.maxSets = 0;
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for (VkDescriptorPoolSize& pool_size : pool_sizes)
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pool_info.maxSets += pool_size.descriptorCount;
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pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
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pool_info.pPoolSizes = pool_sizes;
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err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
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@ -177,17 +177,18 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
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}
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||||
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||||
// Create Descriptor Pool
|
||||
// The example only requires a single combined image sampler descriptor for the font image and only uses one descriptor set (for that)
|
||||
// If you wish to load e.g. additional textures you may need to alter pools sizes.
|
||||
// If you wish to load e.g. additional textures you may need to alter pools sizes and maxSets.
|
||||
{
|
||||
VkDescriptorPoolSize pool_sizes[] =
|
||||
{
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{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1 },
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{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE },
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};
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VkDescriptorPoolCreateInfo pool_info = {};
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pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
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pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
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pool_info.maxSets = 1;
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pool_info.maxSets = 0;
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for (VkDescriptorPoolSize& pool_size : pool_sizes)
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pool_info.maxSets += pool_size.descriptorCount;
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pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
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pool_info.pPoolSizes = pool_sizes;
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err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
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@ -182,17 +182,18 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
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}
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||||
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||||
// Create Descriptor Pool
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||||
// The example only requires a single combined image sampler descriptor for the font image and only uses one descriptor set (for that)
|
||||
// If you wish to load e.g. additional textures you may need to alter pools sizes.
|
||||
// If you wish to load e.g. additional textures you may need to alter pools sizes and maxSets.
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||||
{
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VkDescriptorPoolSize pool_sizes[] =
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{
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{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1 },
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{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE },
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};
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VkDescriptorPoolCreateInfo pool_info = {};
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pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
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pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
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pool_info.maxSets = 1;
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pool_info.maxSets = 0;
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for (VkDescriptorPoolSize& pool_size : pool_sizes)
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pool_info.maxSets += pool_size.descriptorCount;
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pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
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pool_info.pPoolSizes = pool_sizes;
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err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
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|
@ -178,17 +178,18 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
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||||
}
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||||
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||||
// Create Descriptor Pool
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||||
// The example only requires a single combined image sampler descriptor for the font image and only uses one descriptor set (for that)
|
||||
// If you wish to load e.g. additional textures you may need to alter pools sizes.
|
||||
// If you wish to load e.g. additional textures you may need to alter pools sizes and maxSets.
|
||||
{
|
||||
VkDescriptorPoolSize pool_sizes[] =
|
||||
{
|
||||
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1 },
|
||||
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE },
|
||||
};
|
||||
VkDescriptorPoolCreateInfo pool_info = {};
|
||||
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
|
||||
pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
|
||||
pool_info.maxSets = 1;
|
||||
pool_info.maxSets = 0;
|
||||
for (VkDescriptorPoolSize& pool_size : pool_sizes)
|
||||
pool_info.maxSets += pool_size.descriptorCount;
|
||||
pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
|
||||
pool_info.pPoolSizes = pool_sizes;
|
||||
err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
|
||||
|
42
imgui.cpp
42
imgui.cpp
@ -658,7 +658,7 @@ CODE
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||||
- Backend writing to io.MouseHoveredViewport -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only]
|
||||
note: for all calls to IO new functions, the Dear ImGui context should be bound/current.
|
||||
read https://github.com/ocornut/imgui/issues/4921 for details.
|
||||
- 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unnecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.
|
||||
- 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(), ImGui::IsKeyDown(). Removed GetKeyIndex(), now unnecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.
|
||||
- IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX)
|
||||
- IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX)
|
||||
- Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes).
|
||||
@ -4002,9 +4002,7 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas)
|
||||
ActiveIdSource = ImGuiInputSource_None;
|
||||
ActiveIdMouseButton = -1;
|
||||
ActiveIdPreviousFrame = 0;
|
||||
ActiveIdPreviousFrameIsAlive = false;
|
||||
ActiveIdPreviousFrameHasBeenEditedBefore = false;
|
||||
ActiveIdPreviousFrameWindow = NULL;
|
||||
memset(&DeactivatedItemData, 0, sizeof(DeactivatedItemData));
|
||||
memset(&ActiveIdValueOnActivation, 0, sizeof(ActiveIdValueOnActivation));
|
||||
LastActiveId = 0;
|
||||
LastActiveIdTimer = 0.0f;
|
||||
@ -4270,7 +4268,7 @@ void ImGui::Shutdown()
|
||||
g.WindowsById.Clear();
|
||||
g.NavWindow = NULL;
|
||||
g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
|
||||
g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
|
||||
g.ActiveIdWindow = NULL;
|
||||
g.MovingWindow = NULL;
|
||||
|
||||
g.KeysRoutingTable.Clear();
|
||||
@ -4460,6 +4458,13 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
|
||||
g.MovingWindow = NULL;
|
||||
}
|
||||
|
||||
// Store deactivate data
|
||||
ImGuiDeactivatedItemData* deactivated_data = &g.DeactivatedItemData;
|
||||
deactivated_data->ID = g.ActiveId;
|
||||
deactivated_data->ElapseFrame = (g.LastItemData.ID == g.ActiveId) ? g.FrameCount : g.FrameCount + 1; // FIXME: OK to use LastItemData?
|
||||
deactivated_data->HasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore;
|
||||
deactivated_data->IsAlive = (g.ActiveIdIsAlive == g.ActiveId);
|
||||
|
||||
// This could be written in a more general way (e.g associate a hook to ActiveId),
|
||||
// but since this is currently quite an exception we'll leave it as is.
|
||||
// One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveID()
|
||||
@ -5378,11 +5383,8 @@ void ImGui::NewFrame()
|
||||
g.ActiveIdTimer += g.IO.DeltaTime;
|
||||
g.LastActiveIdTimer += g.IO.DeltaTime;
|
||||
g.ActiveIdPreviousFrame = g.ActiveId;
|
||||
g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow;
|
||||
g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore;
|
||||
g.ActiveIdIsAlive = 0;
|
||||
g.ActiveIdHasBeenEditedThisFrame = false;
|
||||
g.ActiveIdPreviousFrameIsAlive = false;
|
||||
g.ActiveIdIsJustActivated = false;
|
||||
if (g.TempInputId != 0 && g.ActiveId != g.TempInputId)
|
||||
g.TempInputId = 0;
|
||||
@ -5391,6 +5393,9 @@ void ImGui::NewFrame()
|
||||
g.ActiveIdUsingNavDirMask = 0x00;
|
||||
g.ActiveIdUsingAllKeyboardKeys = false;
|
||||
}
|
||||
if (g.DeactivatedItemData.ElapseFrame < g.FrameCount)
|
||||
g.DeactivatedItemData.ID = 0;
|
||||
g.DeactivatedItemData.IsAlive = false;
|
||||
|
||||
// Record when we have been stationary as this state is preserved while over same item.
|
||||
// FIXME: The way this is expressed means user cannot alter HoverStationaryDelay during the frame to use varying values.
|
||||
@ -6101,13 +6106,13 @@ bool ImGui::IsItemDeactivated()
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated)
|
||||
return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0;
|
||||
return (g.ActiveIdPreviousFrame == g.LastItemData.ID && g.ActiveIdPreviousFrame != 0 && g.ActiveId != g.LastItemData.ID);
|
||||
return (g.DeactivatedItemData.ID == g.LastItemData.ID && g.LastItemData.ID != 0 && g.DeactivatedItemData.ElapseFrame >= g.FrameCount);
|
||||
}
|
||||
|
||||
bool ImGui::IsItemDeactivatedAfterEdit()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore));
|
||||
return IsItemDeactivated() && g.DeactivatedItemData.HasBeenEditedBefore;
|
||||
}
|
||||
|
||||
// == (GetItemID() == GetFocusID() && GetFocusID() != 0)
|
||||
@ -11115,8 +11120,8 @@ void ImGui::KeepAliveID(ImGuiID id)
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (g.ActiveId == id)
|
||||
g.ActiveIdIsAlive = id;
|
||||
if (g.ActiveIdPreviousFrame == id)
|
||||
g.ActiveIdPreviousFrameIsAlive = true;
|
||||
if (g.DeactivatedItemData.ID == id)
|
||||
g.DeactivatedItemData.IsAlive = true;
|
||||
}
|
||||
|
||||
// Declare item bounding box for clipping and interaction.
|
||||
@ -11201,6 +11206,9 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu
|
||||
// window->DrawList->AddRect(g.LastItemData.NavRect.Min, g.LastItemData.NavRect.Max, IM_COL32(255,255,0,255)); // [DEBUG]
|
||||
#endif
|
||||
|
||||
if (id != 0 && g.DeactivatedItemData.ID == id)
|
||||
g.DeactivatedItemData.ElapseFrame = g.FrameCount;
|
||||
|
||||
// We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
|
||||
if (is_rect_visible)
|
||||
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible;
|
||||
@ -11560,7 +11568,7 @@ void ImGui::BeginGroup()
|
||||
group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;
|
||||
group_data.BackupHoveredIdIsAlive = g.HoveredId != 0;
|
||||
group_data.BackupIsSameLine = window->DC.IsSameLine;
|
||||
group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;
|
||||
group_data.BackupDeactivatedIdIsAlive = g.DeactivatedItemData.IsAlive;
|
||||
group_data.EmitItem = true;
|
||||
|
||||
window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x;
|
||||
@ -11611,11 +11619,11 @@ void ImGui::EndGroup()
|
||||
// Also if you grep for LastItemId you'll notice it is only used in that context.
|
||||
// (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.)
|
||||
const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId;
|
||||
const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true);
|
||||
const bool group_contains_deactivated_id = (group_data.BackupDeactivatedIdIsAlive == false) && (g.DeactivatedItemData.IsAlive == true);
|
||||
if (group_contains_curr_active_id)
|
||||
g.LastItemData.ID = g.ActiveId;
|
||||
else if (group_contains_prev_active_id)
|
||||
g.LastItemData.ID = g.ActiveIdPreviousFrame;
|
||||
else if (group_contains_deactivated_id)
|
||||
g.LastItemData.ID = g.DeactivatedItemData.ID;
|
||||
g.LastItemData.Rect = group_bb;
|
||||
|
||||
// Forward Hovered flag
|
||||
@ -11629,7 +11637,7 @@ void ImGui::EndGroup()
|
||||
|
||||
// Forward Deactivated flag
|
||||
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated;
|
||||
if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame)
|
||||
if (group_contains_deactivated_id)
|
||||
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated;
|
||||
|
||||
g.GroupStack.pop_back();
|
||||
|
2
imgui.h
2
imgui.h
@ -29,7 +29,7 @@
|
||||
// Library Version
|
||||
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
|
||||
#define IMGUI_VERSION "1.91.7 WIP"
|
||||
#define IMGUI_VERSION_NUM 19164
|
||||
#define IMGUI_VERSION_NUM 19165
|
||||
#define IMGUI_HAS_TABLE
|
||||
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
|
||||
#define IMGUI_HAS_DOCK // Docking WIP branch
|
||||
|
@ -140,6 +140,7 @@ struct ImGuiContext; // Main Dear ImGui context
|
||||
struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine
|
||||
struct ImGuiDataVarInfo; // Variable information (e.g. to access style variables from an enum)
|
||||
struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum
|
||||
struct ImGuiDeactivatedItemData; // Data for IsItemDeactivated()/IsItemDeactivatedAfterEdit() function.
|
||||
struct ImGuiDockContext; // Docking system context
|
||||
struct ImGuiDockRequest; // Docking system dock/undock queued request
|
||||
struct ImGuiDockNode; // Docking system node (hold a list of Windows OR two child dock nodes)
|
||||
@ -1081,7 +1082,7 @@ struct IMGUI_API ImGuiGroupData
|
||||
ImVec2 BackupCurrLineSize;
|
||||
float BackupCurrLineTextBaseOffset;
|
||||
ImGuiID BackupActiveIdIsAlive;
|
||||
bool BackupActiveIdPreviousFrameIsAlive;
|
||||
bool BackupDeactivatedIdIsAlive;
|
||||
bool BackupHoveredIdIsAlive;
|
||||
bool BackupIsSameLine;
|
||||
bool EmitItem;
|
||||
@ -1266,11 +1267,11 @@ struct ImGuiNextItemData
|
||||
struct ImGuiLastItemData
|
||||
{
|
||||
ImGuiID ID;
|
||||
ImGuiItemFlags ItemFlags; // See ImGuiItemFlags_
|
||||
ImGuiItemFlags ItemFlags; // See ImGuiItemFlags_ (called 'InFlags' before v1.91.4).
|
||||
ImGuiItemStatusFlags StatusFlags; // See ImGuiItemStatusFlags_
|
||||
ImRect Rect; // Full rectangle
|
||||
ImRect NavRect; // Navigation scoring rectangle (not displayed)
|
||||
// Rarely used fields are not explicitly cleared, only valid when the corresponding ImGuiItemStatusFlags ar set.
|
||||
// Rarely used fields are not explicitly cleared, only valid when the corresponding ImGuiItemStatusFlags are set.
|
||||
ImRect DisplayRect; // Display rectangle. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) is set.
|
||||
ImRect ClipRect; // Clip rectangle at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasClipRect) is set..
|
||||
ImGuiKeyChord Shortcut; // Shortcut at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasShortcut) is set..
|
||||
@ -1333,6 +1334,15 @@ struct ImGuiPtrOrIndex
|
||||
ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; }
|
||||
};
|
||||
|
||||
// Data used by IsItemDeactivated()/IsItemDeactivatedAfterEdit() functions
|
||||
struct ImGuiDeactivatedItemData
|
||||
{
|
||||
ImGuiID ID;
|
||||
int ElapseFrame;
|
||||
bool HasBeenEditedBefore;
|
||||
bool IsAlive;
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] Popup support
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -2302,9 +2312,7 @@ struct ImGuiContext
|
||||
ImGuiWindow* ActiveIdWindow;
|
||||
ImGuiInputSource ActiveIdSource; // Activating source: ImGuiInputSource_Mouse OR ImGuiInputSource_Keyboard OR ImGuiInputSource_Gamepad
|
||||
ImGuiID ActiveIdPreviousFrame;
|
||||
bool ActiveIdPreviousFrameIsAlive;
|
||||
bool ActiveIdPreviousFrameHasBeenEditedBefore;
|
||||
ImGuiWindow* ActiveIdPreviousFrameWindow;
|
||||
ImGuiDeactivatedItemData DeactivatedItemData;
|
||||
ImGuiDataTypeStorage ActiveIdValueOnActivation; // Backup of initial value at the time of activation. ONLY SET BY SPECIFIC WIDGETS: DragXXX and SliderXXX.
|
||||
ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation.
|
||||
float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation.
|
||||
|
@ -1337,7 +1337,11 @@ void ImGui::EndTable()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiTable* table = g.CurrentTable;
|
||||
IM_ASSERT(table != NULL && "Only call EndTable() if BeginTable() returns true!");
|
||||
if (table == NULL)
|
||||
{
|
||||
IM_ASSERT_USER_ERROR(table != NULL, "EndTable() call should only be done while in BeginTable() scope!");
|
||||
return;
|
||||
}
|
||||
|
||||
// This assert would be very useful to catch a common error... unfortunately it would probably trigger in some
|
||||
// cases, and for consistency user may sometimes output empty tables (and still benefit from e.g. outer border)
|
||||
@ -1560,8 +1564,12 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, flo
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiTable* table = g.CurrentTable;
|
||||
IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!");
|
||||
IM_ASSERT(table->IsLayoutLocked == false && "Need to call call TableSetupColumn() before first row!");
|
||||
if (table == NULL)
|
||||
{
|
||||
IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!");
|
||||
return;
|
||||
}
|
||||
IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!");
|
||||
IM_ASSERT((flags & ImGuiTableColumnFlags_StatusMask_) == 0 && "Illegal to pass StatusMask values to TableSetupColumn()");
|
||||
if (table->DeclColumnsCount >= table->ColumnsCount)
|
||||
{
|
||||
@ -1634,7 +1642,11 @@ void ImGui::TableSetupScrollFreeze(int columns, int rows)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiTable* table = g.CurrentTable;
|
||||
IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!");
|
||||
if (table == NULL)
|
||||
{
|
||||
IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!");
|
||||
return;
|
||||
}
|
||||
IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!");
|
||||
IM_ASSERT(columns >= 0 && columns < IMGUI_TABLE_MAX_COLUMNS);
|
||||
IM_ASSERT(rows >= 0 && rows < 128); // Arbitrary limit
|
||||
@ -1711,9 +1723,11 @@ void ImGui::TableSetColumnEnabled(int column_n, bool enabled)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiTable* table = g.CurrentTable;
|
||||
IM_ASSERT(table != NULL);
|
||||
if (!table)
|
||||
if (table == NULL)
|
||||
{
|
||||
IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!");
|
||||
return;
|
||||
}
|
||||
IM_ASSERT(table->Flags & ImGuiTableFlags_Hideable); // See comments above
|
||||
if (column_n < 0)
|
||||
column_n = table->CurrentColumn;
|
||||
@ -3034,7 +3048,11 @@ void ImGui::TableHeadersRow()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiTable* table = g.CurrentTable;
|
||||
IM_ASSERT(table != NULL && "Need to call TableHeadersRow() after BeginTable()!");
|
||||
if (table == NULL)
|
||||
{
|
||||
IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!");
|
||||
return;
|
||||
}
|
||||
|
||||
// Call layout if not already done. This is automatically done by TableNextRow: we do it here _only_ to make
|
||||
// it easier to debug-step in TableUpdateLayout(). Your own version of this function doesn't need this.
|
||||
@ -3079,7 +3097,12 @@ void ImGui::TableHeader(const char* label)
|
||||
return;
|
||||
|
||||
ImGuiTable* table = g.CurrentTable;
|
||||
IM_ASSERT(table != NULL && "Need to call TableHeader() after BeginTable()!");
|
||||
if (table == NULL)
|
||||
{
|
||||
IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!");
|
||||
return;
|
||||
}
|
||||
|
||||
IM_ASSERT(table->CurrentColumn != -1);
|
||||
const int column_n = table->CurrentColumn;
|
||||
ImGuiTableColumn* column = &table->Columns[column_n];
|
||||
@ -3254,7 +3277,11 @@ void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label
|
||||
ImGuiTable* table = g.CurrentTable;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
ImDrawList* draw_list = window->DrawList;
|
||||
IM_ASSERT(table != NULL && "Need to call TableHeadersRow() after BeginTable()!");
|
||||
if (table == NULL)
|
||||
{
|
||||
IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!");
|
||||
return;
|
||||
}
|
||||
IM_ASSERT(table->CurrentRow == -1 && "Must be first row");
|
||||
|
||||
if (max_label_width == 0.0f)
|
||||
|
Loading…
x
Reference in New Issue
Block a user