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Various comments + Doc: Examples readme. Moved main menu bar code below menu bar code.
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@ -62,10 +62,10 @@ You can find binaries of some of those example applications at:
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Most the example bindings are split in 2 parts:
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- The "Platform" bindings, in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, windowing.
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Examples: Windows (imgui_impl_win32.cpp), GLFW (imgui_impl_glfw.cpp), SDL2 (imgui_impl_sdl.cpp)
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Examples: Windows (imgui_impl_win32.cpp), GLFW (imgui_impl_glfw.cpp), SDL2 (imgui_impl_sdl.cpp), etc.
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- The "Renderer" bindings, in charge of: creating the main font texture, rendering imgui draw data.
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Examples: DirectX11 (imgui_impl_dx11.cpp), GL3 (imgui_impl_opengl3.cpp), Vulkan (imgui_impl_vulkan.cpp)
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Examples: DirectX11 (imgui_impl_dx11.cpp), GL3 (imgui_impl_opengl3.cpp), Vulkan (imgui_impl_vulkan.cpp), etc.
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- The example _applications_ usually combine 1 platform + 1 renderer binding to create a working program.
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Examples: the example_win32_directx11/ application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp.
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@ -122,16 +122,32 @@ List of high-level Frameworks Bindings in this repository: (combine Platform + R
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imgui_impl_allegro5.cpp
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imgui_impl_marmalade.cpp
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Note that Dear ImGui works with Emscripten.
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The examples_emscripten/ app uses sdl.cpp + opengl3.cpp but other combinations are possible.
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Note that Dear ImGui works with Emscripten. The examples_emscripten/ app uses imgui_impl_sdl.cpp and
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imgui_impl_opengl3.cpp, but other combinations are possible.
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Third-party framework, graphics API and languages bindings are listed at:
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https://github.com/ocornut/imgui/wiki/Bindings
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Languages: C, C#, ChaiScript, D, Go, Haxe, Java, Lua, Odin, Pascal, PureBasic, Python, Rust, Swift...
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Frameworks: Cinder, Cocoa (OSX), Cocos2d-x, SFML, GML/GameMaker Studio, Irrlicht, Ogre, OpenSceneGraph,
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openFrameworks, LOVE, NanoRT, Nim Game Lib, Qt3d, SFML, Unreal Engine 4...
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Miscellaneous: Software Renderer, RemoteImgui, etc.
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Languages:
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C, C#, ChaiScript, CovScript, D, Go, Haxe/hxcpp, Java, JavaScript, Julia, Lua, Nim,
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Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift...
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Frameworks:
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Amethyst, bsf, Cinder, Cocoa2d-x, Diligent Engine, Flexium, GML/GameMaker Studio,
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GTK3 + OpenGL, Irrlicht, Ogre, OpenSceneGraph/OSG, openFrameworks, Orx, LÖVE+LUA,
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Magnum, NanoRT, Nim Game Lib, px_render, Qt, Qt3d, SFML, Sokol, Unreal Engine 4, vtk...
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Miscellaneous: Software Renderer, RemoteImgui, imgui-ws, etc.
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Not sure which to use?
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Recommended platform/frameworks:
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GLFW https://github.com/glfw/glfw Use imgui_impl_glfw.cpp
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SDL2 https://www.libsdl.org Use imgui_impl_sdl.cp
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Sokol https://github.com/floooh/sokol Use util/sokol_imgui.h in Sokol repository.
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Those will allow you to create portable applications and will solve and abstract away many issues.
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---------------------------------------
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47
imgui.h
47
imgui.h
@ -27,7 +27,7 @@ Index of this file:
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#pragma once
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// Configuration file with compile-time options (edit imconfig.h or define IMGUI_USER_CONFIG to your own filename)
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// Configuration file with compile-time options (edit imconfig.h or #define IMGUI_USER_CONFIG to your own filename)
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#ifdef IMGUI_USER_CONFIG
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#include IMGUI_USER_CONFIG
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#endif
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@ -39,8 +39,9 @@ Index of this file:
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// Header mess
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//-----------------------------------------------------------------------------
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#include <float.h> // FLT_MAX
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#include <stdarg.h> // va_list
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// Includes
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#include <float.h> // FLT_MIN, FLT_MAX
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#include <stdarg.h> // va_list, va_start, va_end
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#include <stddef.h> // ptrdiff_t, NULL
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#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
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@ -66,13 +67,13 @@ Index of this file:
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#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
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#endif
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#if defined(__clang__) || defined(__GNUC__)
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#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // Apply printf-style warnings to user functions.
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#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // To apply printf-style warnings to our functions.
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#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
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#else
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#define IM_FMTARGS(FMT)
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#define IM_FMTLIST(FMT)
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#endif
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#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers!
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#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers!
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#define IM_UNUSED(_VAR) ((void)_VAR) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
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#if (__cplusplus >= 201100)
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#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11
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@ -123,7 +124,7 @@ struct ImGuiTextBuffer; // Helper to hold and append into a text buf
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struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbb][,ccccc]")
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// Typedefs and Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file)
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// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
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// Use your programming IDE "Go to definition" facility on the names in the central column below to find the actual flags/enum lists.
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#ifndef ImTextureID
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typedef void* ImTextureID; // User data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
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#endif
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@ -157,7 +158,7 @@ typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData *data);
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typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);
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// Scalar data types
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typedef signed char ImS8; // 8-bit signed integer == char
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typedef signed char ImS8; // 8-bit signed integer
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typedef unsigned char ImU8; // 8-bit unsigned integer
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typedef signed short ImS16; // 16-bit signed integer
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typedef unsigned short ImU16; // 16-bit unsigned integer
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@ -201,14 +202,14 @@ struct ImVec4
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//-----------------------------------------------------------------------------
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// ImGui: Dear ImGui end-user API
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// (Inside a namespace so you can add extra functions in your own separate file. Please don't modify imgui.cpp/.h!)
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// (Inside a namespace so you can add extra functions in your own separate file. Please don't modify imgui source files!)
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//-----------------------------------------------------------------------------
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namespace ImGui
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{
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// Context creation and access
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// Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between imgui contexts.
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// All those functions are not reliant on the current context.
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// None of those functions is reliant on the current context.
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IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
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IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context
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IMGUI_API ImGuiContext* GetCurrentContext();
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@ -245,8 +246,9 @@ namespace ImGui
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// which clicking will set the boolean to false when clicked.
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// - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
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// anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
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// [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc.
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// where the EndXXX call should only be called if the corresponding BeginXXX function returned true.]
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// [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,
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// BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function
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// returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
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// - Note that the bottom of window stack always contains a window called "Debug".
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IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
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IMGUI_API void End();
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@ -255,13 +257,13 @@ namespace ImGui
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// - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
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// - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400).
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// - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.
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// Always call a matching EndChild() for each BeginChild() call, regardless of its return value [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function returned true.]
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// Always call a matching EndChild() for each BeginChild() call, regardless of its return value [as with Begin: this is due to legacy reason and inconsistent with most BeginXXX functions apart from the regular Begin() which behaves like BeginChild().]
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IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0);
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IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0);
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IMGUI_API void EndChild();
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// Windows Utilities
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// - "current window" = the window we are appending into while inside a Begin()/End() block. "next window" = next window we will Begin() into.
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// - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.
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IMGUI_API bool IsWindowAppearing();
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IMGUI_API bool IsWindowCollapsed();
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IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
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@ -342,6 +344,7 @@ namespace ImGui
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// Cursor / Layout
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// - By "cursor" we mean the current output position.
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// - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
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// - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceeding widget.
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IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
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IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates.
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IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context.
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@ -384,7 +387,7 @@ namespace ImGui
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// Widgets: Text
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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.
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IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // simple formatted text
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IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text
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IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);
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IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
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IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);
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@ -399,6 +402,7 @@ namespace ImGui
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// Widgets: Main
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// - Most widgets return true when the value has been changed or when pressed/selected
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// - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.
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IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button
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IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text
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IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
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@ -413,7 +417,7 @@ namespace ImGui
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IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
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// Widgets: Combo Box
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// - The new BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
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// - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
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// - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose.
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IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
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IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
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@ -509,7 +513,7 @@ namespace ImGui
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// Widgets: Selectables
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// - A selectable highlights when hovered, and can display another color when selected.
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// - Neighbors selectable extend their highlight bounds in order to leave no gap between them.
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// - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
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IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
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IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper.
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@ -535,16 +539,19 @@ namespace ImGui
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IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
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// Widgets: Menus
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IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
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IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
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// - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
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// - Use BeginMainMenuBar() to create a menu bar at the top of the screen.
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IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
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IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!
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IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
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IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
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IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
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IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true!
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IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment
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IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL
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// Tooltips
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// - Tooltip are windows following the mouse which do not take focus away.
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IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
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IMGUI_API void EndTooltip();
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IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip().
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@ -556,7 +563,7 @@ namespace ImGui
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// - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
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// - Their visibility state (~bool) is held internally by imgui instead of being held by the programmer as we are used to with regular Begin() calls.
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// User can manipulate the visibility state by calling OpenPopup().
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// (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup.
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// (*) You can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup.
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// Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time.
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IMGUI_API void OpenPopup(const char* str_id); // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
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IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returns true!
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@ -572,6 +579,7 @@ namespace ImGui
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// Columns
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// - You can also use SameLine(pos_x) to mimic simplified columns.
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// - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!)
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// - By end of the 2019 we will expose a new 'Table' api which will replace columns.
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IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
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IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
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IMGUI_API int GetColumnIndex(); // get current column index
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@ -582,7 +590,6 @@ namespace ImGui
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IMGUI_API int GetColumnsCount();
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// Tab Bars, Tabs
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// [BETA API] API may evolve!
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IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar
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IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!
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IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0);// create a Tab. Returns true if the Tab is selected.
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@ -3263,7 +3263,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
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if (ImGui::Button("Revert Ref"))
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style = *ref;
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ImGui::SameLine();
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HelpMarker("Save/Revert in local non-persistent storage. Default Colors definition are not affected. Use \"Export Colors\" below to save them somewhere.");
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HelpMarker("Save/Revert in local non-persistent storage. Default Colors definition are not affected. Use \"Export\" below to save them somewhere.");
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ImGui::Separator();
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@ -3311,7 +3311,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
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{
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static int output_dest = 0;
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static bool output_only_modified = true;
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if (ImGui::Button("Export Unsaved"))
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if (ImGui::Button("Export"))
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{
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if (output_dest == 0)
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ImGui::LogToClipboard();
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@ -5943,10 +5943,10 @@ void ImGui::Value(const char* prefix, float v, const char* float_format)
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// [SECTION] MenuItem, BeginMenu, EndMenu, etc.
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//-------------------------------------------------------------------------
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// - ImGuiMenuColumns [Internal]
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// - BeginMainMenuBar()
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// - EndMainMenuBar()
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// - BeginMenuBar()
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// - EndMenuBar()
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// - BeginMainMenuBar()
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// - EndMainMenuBar()
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// - BeginMenu()
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// - EndMenu()
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// - MenuItem()
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@ -5994,40 +5994,6 @@ float ImGuiMenuColumns::CalcExtraSpace(float avail_w)
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return ImMax(0.0f, avail_w - Width);
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}
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// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set.
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bool ImGui::BeginMainMenuBar()
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{
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ImGuiContext& g = *GImGui;
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g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f));
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SetNextWindowPos(ImVec2(0.0f, 0.0f));
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SetNextWindowSize(ImVec2(g.IO.DisplaySize.x, g.NextWindowData.MenuBarOffsetMinVal.y + g.FontBaseSize + g.Style.FramePadding.y));
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PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
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PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0,0));
|
||||
ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar;
|
||||
bool is_open = Begin("##MainMenuBar", NULL, window_flags) && BeginMenuBar();
|
||||
PopStyleVar(2);
|
||||
g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f);
|
||||
if (!is_open)
|
||||
{
|
||||
End();
|
||||
return false;
|
||||
}
|
||||
return true; //-V1020
|
||||
}
|
||||
|
||||
void ImGui::EndMainMenuBar()
|
||||
{
|
||||
EndMenuBar();
|
||||
|
||||
// When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window
|
||||
// FIXME: With this strategy we won't be able to restore a NULL focus.
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0 && !g.NavAnyRequest)
|
||||
FocusTopMostWindowUnderOne(g.NavWindow, NULL);
|
||||
|
||||
End();
|
||||
}
|
||||
|
||||
// FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere..
|
||||
// Currently the main responsibility of this function being to setup clip-rect + horizontal layout + menu navigation layer.
|
||||
// Ideally we also want this to be responsible for claiming space out of the main window scrolling rectangle, in which case ImGuiWindowFlags_MenuBar will become unnecessary.
|
||||
@ -6101,6 +6067,40 @@ void ImGui::EndMenuBar()
|
||||
window->DC.MenuBarAppending = false;
|
||||
}
|
||||
|
||||
// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set.
|
||||
bool ImGui::BeginMainMenuBar()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f));
|
||||
SetNextWindowPos(ImVec2(0.0f, 0.0f));
|
||||
SetNextWindowSize(ImVec2(g.IO.DisplaySize.x, g.NextWindowData.MenuBarOffsetMinVal.y + g.FontBaseSize + g.Style.FramePadding.y));
|
||||
PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
|
||||
PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0));
|
||||
ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar;
|
||||
bool is_open = Begin("##MainMenuBar", NULL, window_flags) && BeginMenuBar();
|
||||
PopStyleVar(2);
|
||||
g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f);
|
||||
if (!is_open)
|
||||
{
|
||||
End();
|
||||
return false;
|
||||
}
|
||||
return true; //-V1020
|
||||
}
|
||||
|
||||
void ImGui::EndMainMenuBar()
|
||||
{
|
||||
EndMenuBar();
|
||||
|
||||
// When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window
|
||||
// FIXME: With this strategy we won't be able to restore a NULL focus.
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0 && !g.NavAnyRequest)
|
||||
FocusTopMostWindowUnderOne(g.NavWindow, NULL);
|
||||
|
||||
End();
|
||||
}
|
||||
|
||||
bool ImGui::BeginMenu(const char* label, bool enabled)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
|
Loading…
Reference in New Issue
Block a user