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mirror of https://github.com/ocornut/imgui.git synced 2025-01-31 12:03:49 +01:00

Merge branch 'master' into docking

# Conflicts:
#	backends/imgui_impl_glfw.cpp
This commit is contained in:
ocornut 2024-08-01 19:07:53 +02:00
commit d8c98c8c14
24 changed files with 127 additions and 24 deletions

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@ -24,6 +24,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. // 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2024-07-31: Added ImGui_ImplGlfw_Sleep() helper function for usage by our examples app, since GLFW doesn't provide one.
// 2024-07-08: *BREAKING* Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback to ImGui_ImplGlfw_InstallEmscriptenCallbacks(), added GLFWWindow* parameter. // 2024-07-08: *BREAKING* Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback to ImGui_ImplGlfw_InstallEmscriptenCallbacks(), added GLFWWindow* parameter.
// 2024-07-08: Emscripten: Added support for GLFW3 contrib port (GLFW 3.4.0 features + bug fixes): to enable, replace -sUSE_GLFW=3 with --use-port=contrib.glfw3 (requires emscripten 3.1.59+) (https://github.com/pongasoft/emscripten-glfw) // 2024-07-08: Emscripten: Added support for GLFW3 contrib port (GLFW 3.4.0 features + bug fixes): to enable, replace -sUSE_GLFW=3 with --use-port=contrib.glfw3 (requires emscripten 3.1.59+) (https://github.com/pongasoft/emscripten-glfw)
// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions. // 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.
@ -104,6 +105,9 @@
#endif #endif
#include <GLFW/glfw3native.h> // for glfwGetCocoaWindow() #include <GLFW/glfw3native.h> // for glfwGetCocoaWindow()
#endif #endif
#ifndef _WIN32
#include <unistd.h> // for usleep()
#endif
#ifdef __EMSCRIPTEN__ #ifdef __EMSCRIPTEN__
#include <emscripten.h> #include <emscripten.h>
@ -941,6 +945,16 @@ void ImGui_ImplGlfw_NewFrame()
ImGui_ImplGlfw_UpdateGamepads(); ImGui_ImplGlfw_UpdateGamepads();
} }
// GLFW doesn't provide a portable sleep function
void ImGui_ImplGlfw_Sleep(int milliseconds)
{
#ifdef _WIN32
::Sleep(milliseconds);
#else
usleep(milliseconds * 1000);
#endif
}
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data) static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data)
{ {

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@ -61,4 +61,7 @@ IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key,
IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event); IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);
// GLFW helpers
IMGUI_IMPL_API void ImGui_ImplGlfw_Sleep(int milliseconds);
#endif // #ifndef IMGUI_DISABLE #endif // #ifndef IMGUI_DISABLE

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@ -35,6 +35,25 @@ HOW TO UPDATE?
and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users. and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users.
- Please report any issue! - Please report any issue!
-----------------------------------------------------------------------
VERSION 1.91.1 WIP (In Progress)
-----------------------------------------------------------------------
Breaking changes:
Other changes:
- MultiSelect+TreeNode+Drag and Drop: fixed an issue where carrying a drag and drop
payload over an already open tree node would incorrectly select it. (#7850)
- MultiSelect+TreeNode: default open behavior is OpenOnDoubleClick + OpenOnArrow
when used in a multi-select context without any OpenOnXXX flags set. (#7850)
- Backends: GLFW: added ImGui_ImplGlfw_Sleep() helper function because GLFW does not
provide a way to do a portable sleep. (#7844)
- Examples: GLFW (all), SDL2 (all), SDL3 (all), Win32+OpenGL3: rework examples main loop
to handle minimization without burning CPU or GPU by running unthrottled code. (#7844)
----------------------------------------------------------------------- -----------------------------------------------------------------------
VERSION 1.91.0 (Released 2024-07-30) VERSION 1.91.0 (Released 2024-07-30)
----------------------------------------------------------------------- -----------------------------------------------------------------------

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@ -103,6 +103,11 @@ int main(int, char**)
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
glfwPollEvents(); glfwPollEvents();
if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
{
ImGui_ImplGlfw_Sleep(10);
continue;
}
// Start the Dear ImGui frame // Start the Dear ImGui frame
ImGui_ImplOpenGL2_NewFrame(); ImGui_ImplOpenGL2_NewFrame();

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@ -139,6 +139,11 @@ int main(int, char**)
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
glfwPollEvents(); glfwPollEvents();
if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
{
ImGui_ImplGlfw_Sleep(10);
continue;
}
// Start the Dear ImGui frame // Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplOpenGL3_NewFrame();

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@ -506,6 +506,11 @@ int main(int, char**)
g_MainWindowData.FrameIndex = 0; g_MainWindowData.FrameIndex = 0;
g_SwapChainRebuild = false; g_SwapChainRebuild = false;
} }
if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
{
ImGui_ImplGlfw_Sleep(10);
continue;
}
// Start the Dear ImGui frame // Start the Dear ImGui frame
ImGui_ImplVulkan_NewFrame(); ImGui_ImplVulkan_NewFrame();

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@ -152,6 +152,11 @@ int main(int, char**)
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
glfwPollEvents(); glfwPollEvents();
if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
{
ImGui_ImplGlfw_Sleep(10);
continue;
}
// React to changes in screen size // React to changes in screen size
int width, height; int width, height;

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@ -138,6 +138,11 @@ int main(int, char**)
CreateRenderTarget(); CreateRenderTarget();
} }
} }
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
{
SDL_Delay(10);
continue;
}
// Start the Dear ImGui frame // Start the Dear ImGui frame
ImGui_ImplDX11_NewFrame(); ImGui_ImplDX11_NewFrame();

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@ -117,6 +117,11 @@ int main(int, char**)
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
done = true; done = true;
} }
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
{
SDL_Delay(10);
continue;
}
// Start the Dear ImGui frame // Start the Dear ImGui frame
ImGui_ImplOpenGL2_NewFrame(); ImGui_ImplOpenGL2_NewFrame();

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@ -152,6 +152,11 @@ int main(int, char**)
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
done = true; done = true;
} }
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
{
SDL_Delay(10);
continue;
}
// Start the Dear ImGui frame // Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplOpenGL3_NewFrame();

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@ -108,6 +108,11 @@ int main(int, char**)
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
done = true; done = true;
} }
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
{
SDL_Delay(10);
continue;
}
// Start the Dear ImGui frame // Start the Dear ImGui frame
ImGui_ImplSDLRenderer2_NewFrame(); ImGui_ImplSDLRenderer2_NewFrame();

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@ -504,6 +504,11 @@ int main(int, char**)
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
done = true; done = true;
} }
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
{
SDL_Delay(10);
continue;
}
// Resize swap chain? // Resize swap chain?
int fb_width, fb_height; int fb_width, fb_height;

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@ -9,11 +9,11 @@ Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) i
Use build_win32.bat or directly: Use build_win32.bat or directly:
``` ```
set SDL2_DIR=path_to_your_sdl3_folder set SDL3_DIR=path_to_your_sdl3_folder
cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL3.lib opengl32.lib /subsystem:console cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL3_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL3_DIR%\lib\x86 SDL3.lib opengl32.lib /subsystem:console
# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries # ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
# or for 64-bit: # or for 64-bit:
cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL3.lib SDL2mainopengl32.lib /subsystem:console cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL3_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL3_DIR%\lib\x64 SDL3.lib SDL2mainopengl32.lib /subsystem:console
``` ```
## Linux and similar Unixes ## Linux and similar Unixes

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@ -148,6 +148,11 @@ int main(int, char**)
if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window)) if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
done = true; done = true;
} }
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
{
SDL_Delay(10);
continue;
}
// Start the Dear ImGui frame // Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplOpenGL3_NewFrame();

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@ -112,6 +112,11 @@ int main(int, char**)
if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window)) if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
done = true; done = true;
} }
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
{
SDL_Delay(10);
continue;
}
// Start the Dear ImGui frame // Start the Dear ImGui frame
ImGui_ImplSDLRenderer3_NewFrame(); ImGui_ImplSDLRenderer3_NewFrame();
@ -163,6 +168,9 @@ int main(int, char**)
ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData(), renderer); ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData(), renderer);
SDL_RenderPresent(renderer); SDL_RenderPresent(renderer);
} }
#ifdef __EMSCRIPTEN__
EMSCRIPTEN_MAINLOOP_END;
#endif
// Cleanup // Cleanup
ImGui_ImplSDLRenderer3_Shutdown(); ImGui_ImplSDLRenderer3_Shutdown();

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@ -168,6 +168,11 @@ int main(int, char**)
} }
if (done) if (done)
break; break;
if (::IsIconic(hwnd))
{
::Sleep(10);
continue;
}
// Start the Dear ImGui frame // Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplOpenGL3_NewFrame();

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@ -17,20 +17,21 @@
// - So the next logical step was to refactor all examples to follow that layout of using a "main loop" function. // - So the next logical step was to refactor all examples to follow that layout of using a "main loop" function.
// This worked, but it made us lose all the nice things we had... // This worked, but it made us lose all the nice things we had...
// Since only about 3 examples really need to run with Emscripten, here's our solution: // Since only about 4 examples really need to run with Emscripten, here's our solution:
// - Use some weird macros and capturing lambda to turn a loop in main() into a function. // - Use some weird macros and capturing lambda to turn a loop in main() into a function.
// - Hide all that crap in this file so it doesn't make our examples unusually ugly. // - Hide all that crap in this file so it doesn't make our examples unusually ugly.
// As a stance and principle of Dear ImGui development we don't use C++ headers and we don't // As a stance and principle of Dear ImGui development we don't use C++ headers and we don't
// want to suggest to the newcomer that we would ever use C++ headers as this would affect // want to suggest to the newcomer that we would ever use C++ headers as this would affect
// the initial judgment of many of our target audience. // the initial judgment of many of our target audience.
// - Technique is based on this idea: https://github.com/ocornut/imgui/pull/2492/ // - Technique is based on this idea: https://github.com/ocornut/imgui/pull/2492/
// - The do { } while (0) is to allow our code calling continue in the main loop.
#ifdef __EMSCRIPTEN__ #ifdef __EMSCRIPTEN__
#include <emscripten.h> #include <emscripten.h>
#include <functional> #include <functional>
static std::function<void()> MainLoopForEmscriptenP; static std::function<void()> MainLoopForEmscriptenP;
static void MainLoopForEmscripten() { MainLoopForEmscriptenP(); } static void MainLoopForEmscripten() { MainLoopForEmscriptenP(); }
#define EMSCRIPTEN_MAINLOOP_BEGIN MainLoopForEmscriptenP = [&]() #define EMSCRIPTEN_MAINLOOP_BEGIN MainLoopForEmscriptenP = [&]() { do
#define EMSCRIPTEN_MAINLOOP_END ; emscripten_set_main_loop(MainLoopForEmscripten, 0, true) #define EMSCRIPTEN_MAINLOOP_END while (0); }; emscripten_set_main_loop(MainLoopForEmscripten, 0, true)
#else #else
#define EMSCRIPTEN_MAINLOOP_BEGIN #define EMSCRIPTEN_MAINLOOP_BEGIN
#define EMSCRIPTEN_MAINLOOP_END #define EMSCRIPTEN_MAINLOOP_END

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@ -1,4 +1,4 @@
// dear imgui, v1.91.0 // dear imgui, v1.91.1 WIP
// (main code and documentation) // (main code and documentation)
// Help: // Help:

10
imgui.h
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@ -1,4 +1,4 @@
// dear imgui, v1.91.0 // dear imgui, v1.91.1 WIP
// (headers) // (headers)
// Help: // Help:
@ -27,8 +27,8 @@
// Library Version // Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345') // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
#define IMGUI_VERSION "1.91.0" #define IMGUI_VERSION "1.91.1 WIP"
#define IMGUI_VERSION_NUM 19100 #define IMGUI_VERSION_NUM 19101
#define IMGUI_HAS_TABLE #define IMGUI_HAS_TABLE
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch #define IMGUI_HAS_VIEWPORT // Viewport WIP branch
#define IMGUI_HAS_DOCK // Docking WIP branch #define IMGUI_HAS_DOCK // Docking WIP branch
@ -1218,8 +1218,8 @@ enum ImGuiTreeNodeFlags_
ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes) ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Open on double-click instead of simple click (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined.
ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open. ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Open when clicking on the arrow part (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined.
ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes). ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow. IMPORTANT: node can still be marked open/close if you don't set the _Leaf flag! ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow. IMPORTANT: node can still be marked open/close if you don't set the _Leaf flag!
ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding() before the node. ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding() before the node.

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@ -1,4 +1,4 @@
// dear imgui, v1.91.0 // dear imgui, v1.91.1 WIP
// (demo code) // (demo code)
// Help: // Help:

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@ -1,4 +1,4 @@
// dear imgui, v1.91.0 // dear imgui, v1.91.1 WIP
// (drawing and font code) // (drawing and font code)
/* /*

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@ -1,4 +1,4 @@
// dear imgui, v1.91.0 // dear imgui, v1.91.1 WIP
// (internal structures/api) // (internal structures/api)
// You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility. // You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility.
@ -982,6 +982,7 @@ enum ImGuiTreeNodeFlagsPrivate_
{ {
ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 28,// FIXME-WIP: Hard-coded for CollapsingHeader() ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 28,// FIXME-WIP: Hard-coded for CollapsingHeader()
ImGuiTreeNodeFlags_UpsideDownArrow = 1 << 29,// FIXME-WIP: Turn Down arrow into an Up arrow, but reversed trees (#6517) ImGuiTreeNodeFlags_UpsideDownArrow = 1 << 29,// FIXME-WIP: Turn Down arrow into an Up arrow, but reversed trees (#6517)
ImGuiTreeNodeFlags_OpenOnMask_ = ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_OpenOnArrow,
}; };
enum ImGuiSeparatorFlags_ enum ImGuiSeparatorFlags_

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@ -1,4 +1,4 @@
// dear imgui, v1.91.0 // dear imgui, v1.91.1 WIP
// (tables and columns code) // (tables and columns code)
/* /*

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@ -1,4 +1,4 @@
// dear imgui, v1.91.0 // dear imgui, v1.91.1 WIP
// (widgets code) // (widgets code)
/* /*
@ -6482,6 +6482,10 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
const float arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0f) + style.TouchExtraPadding.x; const float arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0f) + style.TouchExtraPadding.x;
const bool is_mouse_x_over_arrow = (g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2); const bool is_mouse_x_over_arrow = (g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2);
const bool is_multi_select = (g.LastItemData.InFlags & ImGuiItemFlags_IsMultiSelect) != 0;
if (is_multi_select) // We absolutely need to distinguish open vs select so _OpenOnArrow comes by default
flags |= (flags & ImGuiTreeNodeFlags_OpenOnMask_) == 0 ? ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick : ImGuiTreeNodeFlags_OpenOnArrow;
// Open behaviors can be altered with the _OpenOnArrow and _OnOnDoubleClick flags. // Open behaviors can be altered with the _OpenOnArrow and _OnOnDoubleClick flags.
// Some alteration have subtle effects (e.g. toggle on MouseUp vs MouseDown events) due to requirements for multi-selection and drag and drop support. // Some alteration have subtle effects (e.g. toggle on MouseUp vs MouseDown events) due to requirements for multi-selection and drag and drop support.
// - Single-click on label = Toggle on MouseUp (default, when _OpenOnArrow=0) // - Single-click on label = Toggle on MouseUp (default, when _OpenOnArrow=0)
@ -6502,16 +6506,12 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
const bool was_selected = selected; const bool was_selected = selected;
// Multi-selection support (header) // Multi-selection support (header)
const bool is_multi_select = (g.LastItemData.InFlags & ImGuiItemFlags_IsMultiSelect) != 0;
if (is_multi_select) if (is_multi_select)
{ {
// Handle multi-select + alter button flags for it // Handle multi-select + alter button flags for it
MultiSelectItemHeader(id, &selected, &button_flags); MultiSelectItemHeader(id, &selected, &button_flags);
if (is_mouse_x_over_arrow) if (is_mouse_x_over_arrow)
button_flags = (button_flags | ImGuiButtonFlags_PressedOnClick) & ~ImGuiButtonFlags_PressedOnClickRelease; button_flags = (button_flags | ImGuiButtonFlags_PressedOnClick) & ~ImGuiButtonFlags_PressedOnClickRelease;
// We absolutely need to distinguish open vs select so comes by default
flags |= ImGuiTreeNodeFlags_OpenOnArrow;
} }
else else
{ {
@ -6526,18 +6526,20 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
{ {
if (pressed && g.DragDropHoldJustPressedId != id) if (pressed && g.DragDropHoldJustPressedId != id)
{ {
if ((flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) == 0 || (g.NavActivateId == id && !is_multi_select)) if ((flags & ImGuiTreeNodeFlags_OpenOnMask_) == 0 || (g.NavActivateId == id && !is_multi_select))
toggled = true; toggled = true; // Single click
if (flags & ImGuiTreeNodeFlags_OpenOnArrow) if (flags & ImGuiTreeNodeFlags_OpenOnArrow)
toggled |= is_mouse_x_over_arrow && !g.NavDisableMouseHover; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job toggled |= is_mouse_x_over_arrow && !g.NavDisableMouseHover; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job
if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseClickedCount[0] == 2) if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseClickedCount[0] == 2)
toggled = true; toggled = true; // Double click
} }
else if (pressed && g.DragDropHoldJustPressedId == id) else if (pressed && g.DragDropHoldJustPressedId == id)
{ {
IM_ASSERT(button_flags & ImGuiButtonFlags_PressedOnDragDropHold); IM_ASSERT(button_flags & ImGuiButtonFlags_PressedOnDragDropHold);
if (!is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again. if (!is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again.
toggled = true; toggled = true;
else
pressed = false; // Cancel press so it doesn't trigger selection.
} }
if (g.NavId == id && g.NavMoveDir == ImGuiDir_Left && is_open) if (g.NavId == id && g.NavMoveDir == ImGuiDir_Left && is_open)