mirror of
https://github.com/Drezil/imgui.git
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Merge branch 'navigation'
This commit is contained in:
commit
07ee539017
16
TODO.txt
16
TODO.txt
@ -157,6 +157,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- tooltip: allow tooltips with timers? or general timer policy? (instaneous vs timed)
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||||
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||||
- menus: calling BeginMenu() twice with a same name doesn't append as Begin() does for regular windows (#1207)
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||||
- menus: menu bars inside modals windows are acting weird.
|
||||
- statusbar: add a per-window status bar helper similar to what menubar does.
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||||
- shortcuts: local-style shortcut api, e.g. parse "&Save"
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||||
- shortcuts,menus: global-style shortcut api e.g. "Save (CTRL+S)" -> explicit flag for recursing into closed menu
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||||
@ -229,17 +230,24 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- font: fix AddRemapChar() to work before font has been built.
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||||
- font: (api breaking) removed "TTF" from symbol names. also because it now supports OTF.
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||||
|
||||
!- nav/keyboard: tooltip & combo boxes are messing up / not honoring keyboard tabbing.
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||||
- nav: integrate navigation branch into master. (#787)
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||||
- nav: allow input system to be be more tolerant of io.DeltaTime=0.0f
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||||
- nav: Left within a tree node block as a fallback.
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- nav: Esc on a flattened child
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||||
- nav: menus: allow pressing Menu to leave a sub-menu.
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||||
- nav: integrate/design keyboard controls.
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||||
- nav: once tab should go through most/all widgets (in submission order?)
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||||
- nav: currently cannot access menubar of a child window with Alt/menu key.
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||||
- nav: simulate right-click or context activation? (SHIFT+F10)
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||||
- nav: tabs should go through most/all widgets (in submission order?).
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- nav: when CTRL-Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering.
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||||
- nav: cannot access menubar of a flattened child window with Alt/menu key (not a very common use case..).
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||||
- nav: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys.
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||||
- nav: when activating a button that changes label (without a static ID) or disappear, can we somehow automatically recover into a nearest highlight item?
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||||
- focus: preserve ActiveId/focus stack state, e.g. when opening a menu and close it, previously selected InputText() focus gets restored (#622)
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||||
- focus: SetKeyboardFocusHere() on with >= 0 offset could be done on same frame (else latch and modulate on beginning of next frame)
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- focus: unable to use SetKeyboardFocusHere() on clipped widgets. (#787)
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- inputs: we need an explicit flag about whether the imgui window is focused, to be able to distinguish focused key releases vs alt-tabbing all release behaviors.
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- inputs: rework IO system to be able to pass actual ordered/timestamped events. use an event queue? (~#335, #71)
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- inputs: allow to pass explicit double-clicks if that's the only thing the user's backend can get them. (e.g. for windows by the CS_DBLCLKS style).
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- inputs: support track pad style scrolling & slider edit.
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- misc: idle refresh: expose cursor blink animation timer for backend to be able to lower framerate.
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@ -1,14 +1,14 @@
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// ImGui Allegro 5 bindings
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||||
// In this binding, ImTextureID is used to store a 'ALLEGRO_BITMAP*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
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||||
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||||
// TODO:
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||||
// - Clipboard is not supported.
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||||
// Implemented features:
|
||||
// [X] User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// Missing features:
|
||||
// [ ] Clipboard support via al_set_clipboard_text/al_clipboard_has_text.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
// by @birthggd
|
||||
// https://github.com/ocornut/imgui, Original code by @birthggd
|
||||
|
||||
#include <stdint.h> // uint64_t
|
||||
#include <cstring> // memcpy
|
||||
@ -180,6 +180,7 @@ bool ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display)
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||||
io.KeyMap[ImGuiKey_Insert] = ALLEGRO_KEY_INSERT;
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||||
io.KeyMap[ImGuiKey_Delete] = ALLEGRO_KEY_DELETE;
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||||
io.KeyMap[ImGuiKey_Backspace] = ALLEGRO_KEY_BACKSPACE;
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||||
io.KeyMap[ImGuiKey_Space] = ALLEGRO_KEY_SPACE;
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||||
io.KeyMap[ImGuiKey_Enter] = ALLEGRO_KEY_ENTER;
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||||
io.KeyMap[ImGuiKey_Escape] = ALLEGRO_KEY_ESCAPE;
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||||
io.KeyMap[ImGuiKey_A] = ALLEGRO_KEY_A;
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||||
|
@ -1,11 +1,14 @@
|
||||
// ImGui Allegro 5 bindings
|
||||
// In this binding, ImTextureID is used to store a 'ALLEGRO_BITMAP*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// Implemented features:
|
||||
// [X] User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// Missing features:
|
||||
// [ ] Clipboard support via al_set_clipboard_text/al_clipboard_has_text.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
// by @birthggd
|
||||
// https://github.com/ocornut/imgui, Original code by @birthggd
|
||||
|
||||
#pragma once
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||||
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||||
|
@ -23,7 +23,9 @@ int main(int, char**)
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||||
al_register_event_source(queue, al_get_mouse_event_source());
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||||
|
||||
// Setup ImGui binding
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
ImGui_ImplA5_Init(display);
|
||||
//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsDark();
|
||||
@ -36,7 +38,6 @@ int main(int, char**)
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//ImGuiIO& io = ImGui::GetIO();
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||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
|
@ -491,6 +491,7 @@ void ImGui_ClipboardCallback(uSynergyCookie cookie, enum uSynergyClipboardFormat
|
||||
io.KeyMap[ImGuiKey_Insert] = kVK_Help+1;
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||||
io.KeyMap[ImGuiKey_Delete] = kVK_ForwardDelete+1;
|
||||
io.KeyMap[ImGuiKey_Backspace] = kVK_Delete+1;
|
||||
io.KeyMap[ImGuiKey_Space] = kVK_Space+1;
|
||||
io.KeyMap[ImGuiKey_Enter] = kVK_Return+1;
|
||||
io.KeyMap[ImGuiKey_Escape] = kVK_Escape+1;
|
||||
io.KeyMap[ImGuiKey_A] = kVK_ANSI_A+1;
|
||||
|
@ -1,5 +1,7 @@
|
||||
// ImGui Win32 + DirectX10 binding
|
||||
// In this binding, ImTextureID is used to store a 'ID3D10ShaderResourceView*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// Implemented features:
|
||||
// [X] User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
@ -551,6 +553,7 @@ bool ImGui_ImplDX10_Init(void* hwnd, ID3D10Device* device)
|
||||
io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
|
||||
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
|
||||
io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
|
||||
io.KeyMap[ImGuiKey_Space] = VK_SPACE;
|
||||
io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
|
||||
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_A] = 'A';
|
||||
|
@ -1,5 +1,7 @@
|
||||
// ImGui Win32 + DirectX10 binding
|
||||
// In this binding, ImTextureID is used to store a 'ID3D10ShaderResourceView*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// Implemented features:
|
||||
// [X] User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
|
@ -120,7 +120,9 @@ int main(int, char**)
|
||||
UpdateWindow(hwnd);
|
||||
|
||||
// Setup ImGui binding
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
ImGui_ImplDX10_Init(hwnd, g_pd3dDevice);
|
||||
//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsDark();
|
||||
@ -133,7 +135,6 @@ int main(int, char**)
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//ImGuiIO& io = ImGui::GetIO();
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
|
@ -1,5 +1,7 @@
|
||||
// ImGui Win32 + DirectX11 binding
|
||||
// In this binding, ImTextureID is used to store a 'ID3D11ShaderResourceView*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// Implemented features:
|
||||
// [X] User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
@ -553,6 +555,7 @@ bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContex
|
||||
io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
|
||||
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
|
||||
io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
|
||||
io.KeyMap[ImGuiKey_Space] = VK_SPACE;
|
||||
io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
|
||||
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_A] = 'A';
|
||||
|
@ -1,5 +1,7 @@
|
||||
// ImGui Win32 + DirectX11 binding
|
||||
// In this binding, ImTextureID is used to store a 'ID3D11ShaderResourceView*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// Implemented features:
|
||||
// [X] User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
|
@ -123,7 +123,9 @@ int main(int, char**)
|
||||
UpdateWindow(hwnd);
|
||||
|
||||
// Setup ImGui binding
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
|
||||
//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsDark();
|
||||
@ -136,7 +138,6 @@ int main(int, char**)
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//ImGuiIO& io = ImGui::GetIO();
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
|
@ -1,5 +1,7 @@
|
||||
// ImGui Win32 + DirectX9 binding
|
||||
// In this binding, ImTextureID is used to store a 'LPDIRECT3DTEXTURE9' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// Implemented features:
|
||||
// [X] User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
@ -270,6 +272,7 @@ bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device)
|
||||
io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
|
||||
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
|
||||
io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
|
||||
io.KeyMap[ImGuiKey_Space] = VK_SPACE;
|
||||
io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
|
||||
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_A] = 'A';
|
||||
|
@ -1,5 +1,7 @@
|
||||
// ImGui Win32 + DirectX9 binding
|
||||
// In this binding, ImTextureID is used to store a 'LPDIRECT3DTEXTURE9' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// Implemented features:
|
||||
// [X] User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
|
@ -75,7 +75,9 @@ int main(int, char**)
|
||||
}
|
||||
|
||||
// Setup ImGui binding
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
ImGui_ImplDX9_Init(hwnd, g_pd3dDevice);
|
||||
//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsDark();
|
||||
@ -88,7 +90,6 @@ int main(int, char**)
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//ImGuiIO& io = ImGui::GetIO();
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
|
@ -1,5 +1,7 @@
|
||||
// ImGui Marmalade binding with IwGx
|
||||
// In this binding, ImTextureID is used to store a 'CIwTexture*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// Implemented features:
|
||||
// [X] User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
@ -222,6 +224,7 @@ bool ImGui_Marmalade_Init(bool install_callbacks)
|
||||
io.KeyMap[ImGuiKey_Insert] = s3eKeyInsert;
|
||||
io.KeyMap[ImGuiKey_Delete] = s3eKeyDelete;
|
||||
io.KeyMap[ImGuiKey_Backspace] = s3eKeyBackspace;
|
||||
io.KeyMap[ImGuiKey_Space] = s3eKeySpace;
|
||||
io.KeyMap[ImGuiKey_Enter] = s3eKeyEnter;
|
||||
io.KeyMap[ImGuiKey_Escape] = s3eKeyEsc;
|
||||
io.KeyMap[ImGuiKey_A] = s3eKeyA;
|
||||
|
@ -1,5 +1,7 @@
|
||||
// ImGui Marmalade binding with IwGx
|
||||
// In this binding, ImTextureID is used to store a 'CIwTexture*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// Implemented features:
|
||||
// [X] User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
|
@ -15,7 +15,9 @@
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup ImGui binding
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
ImGui_Marmalade_Init(true);
|
||||
//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsDark();
|
||||
@ -28,7 +30,6 @@ int main(int, char**)
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//ImGuiIO& io = ImGui::GetIO();
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
|
@ -1,7 +1,9 @@
|
||||
// ImGui GLFW binding with OpenGL (legacy, fixed pipeline)
|
||||
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
// **Prefer using the code in the opengl3_example/ folder**
|
||||
// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
|
||||
@ -215,6 +217,7 @@ bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks)
|
||||
io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
|
||||
io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
|
||||
io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
|
||||
io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
|
||||
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
|
||||
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
|
||||
|
@ -1,7 +1,9 @@
|
||||
// ImGui GLFW binding with OpenGL (legacy, fixed pipeline)
|
||||
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
// **Prefer using the code in the opengl3_example/ folder**
|
||||
// See imgui_impl_glfw.cpp for details.
|
||||
|
@ -27,7 +27,9 @@ int main(int, char**)
|
||||
glfwSwapInterval(1); // Enable vsync
|
||||
|
||||
// Setup ImGui binding
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
ImGui_ImplGlfwGL2_Init(window, true);
|
||||
//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsDark();
|
||||
@ -40,7 +42,6 @@ int main(int, char**)
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//ImGuiIO& io = ImGui::GetIO();
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
|
@ -1,8 +1,11 @@
|
||||
// ImGui GLFW binding with OpenGL3 + shaders
|
||||
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
||||
// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
@ -327,6 +330,7 @@ bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
|
||||
io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
|
||||
io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
|
||||
io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
|
||||
io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
|
||||
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
|
||||
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
|
||||
@ -411,6 +415,36 @@ void ImGui_ImplGlfwGL3_NewFrame()
|
||||
// Hide OS mouse cursor if ImGui is drawing it
|
||||
glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
|
||||
|
||||
// Gamepad navigation mapping [BETA]
|
||||
memset(io.NavInputs, 0, sizeof(io.NavInputs));
|
||||
if (io.NavFlags & ImGuiNavFlags_EnableGamepad)
|
||||
{
|
||||
// Update gamepad inputs
|
||||
#define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
|
||||
#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; }
|
||||
int axes_count = 0, buttons_count = 0;
|
||||
const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
|
||||
const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
|
||||
MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
|
||||
MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
|
||||
MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
|
||||
MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
|
||||
MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
|
||||
MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
|
||||
MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
|
||||
MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
|
||||
MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
|
||||
MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
|
||||
MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
|
||||
MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
|
||||
MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
|
||||
#undef MAP_BUTTON
|
||||
#undef MAP_ANALOG
|
||||
}
|
||||
|
||||
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
|
||||
ImGui::NewFrame();
|
||||
}
|
||||
|
@ -1,8 +1,11 @@
|
||||
// ImGui GLFW binding with OpenGL3 + shaders
|
||||
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
||||
// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
@ -32,7 +32,10 @@ int main(int, char**)
|
||||
gl3wInit();
|
||||
|
||||
// Setup ImGui binding
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
ImGui_ImplGlfwGL3_Init(window, true);
|
||||
//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
|
||||
//io.NavFlags |= ImGuiNavFlags_EnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsDark();
|
||||
@ -45,7 +48,6 @@ int main(int, char**)
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//ImGuiIO& io = ImGui::GetIO();
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
|
@ -1,7 +1,9 @@
|
||||
// ImGui SDL2 binding with OpenGL (legacy, fixed pipeline)
|
||||
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
// **Prefer using the code in the sdl_opengl3_example/ folder**
|
||||
// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
|
||||
@ -218,6 +220,7 @@ bool ImGui_ImplSdlGL2_Init(SDL_Window* window)
|
||||
io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
|
||||
io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
|
||||
io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
|
||||
io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
|
||||
io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
|
||||
io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
|
||||
|
@ -1,7 +1,9 @@
|
||||
// ImGui SDL2 binding with OpenGL (legacy, fixed pipeline)
|
||||
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
// **Prefer using the code in the sdl_opengl3_example/ folder**
|
||||
// See imgui_impl_sdl.cpp for details.
|
||||
|
@ -34,7 +34,9 @@ int main(int, char**)
|
||||
SDL_GL_SetSwapInterval(1); // Enable vsync
|
||||
|
||||
// Setup ImGui binding
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
ImGui_ImplSdlGL2_Init(window);
|
||||
//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsDark();
|
||||
@ -47,7 +49,6 @@ int main(int, char**)
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//ImGuiIO& io = ImGui::GetIO();
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
|
@ -1,8 +1,10 @@
|
||||
// ImGui SDL2 binding with OpenGL3
|
||||
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
||||
// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
@ -329,6 +331,7 @@ bool ImGui_ImplSdlGL3_Init(SDL_Window* window)
|
||||
io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
|
||||
io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
|
||||
io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
|
||||
io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
|
||||
io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
|
||||
io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
|
||||
|
@ -1,8 +1,10 @@
|
||||
// ImGui SDL2 binding with OpenGL3
|
||||
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
||||
// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
@ -34,7 +34,9 @@ int main(int, char**)
|
||||
gl3wInit();
|
||||
|
||||
// Setup ImGui binding
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
ImGui_ImplSdlGL3_Init(window);
|
||||
//io.NavFlags |= ImGuiNavFlags_EnableKeyboard;
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsDark();
|
||||
@ -47,7 +49,6 @@ int main(int, char**)
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//ImGuiIO& io = ImGui::GetIO();
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
|
@ -1,5 +1,7 @@
|
||||
// ImGui GLFW binding with Vulkan + shaders
|
||||
// FIXME: Changes of ImTextureID aren't supported by this binding! Please, someone add it!
|
||||
|
||||
// Missing features:
|
||||
// [ ] User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 5 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXX_CreateFontsTexture(), ImGui_ImplXXXX_NewFrame(), ImGui_ImplXXXX_Render() and ImGui_ImplXXXX_Shutdown().
|
||||
@ -753,6 +755,7 @@ bool ImGui_ImplGlfwVulkan_Init(GLFWwindow* window, bool install_callbacks, Im
|
||||
io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
|
||||
io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
|
||||
io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
|
||||
io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
|
||||
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
|
||||
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
|
||||
|
@ -1,5 +1,7 @@
|
||||
// ImGui GLFW binding with Vulkan + shaders
|
||||
// FIXME: Changes of ImTextureID aren't supported by this binding! Please, someone add it!
|
||||
|
||||
// Missing features:
|
||||
// [ ] User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 5 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXX_CreateFontsTexture(), ImGui_ImplXXXX_NewFrame(), ImGui_ImplXXXX_Render() and ImGui_ImplXXXX_Shutdown().
|
||||
|
@ -614,6 +614,7 @@ int main(int, char**)
|
||||
setup_vulkan(window);
|
||||
|
||||
// Setup ImGui binding
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
ImGui_ImplGlfwVulkan_Init_Data init_data = {};
|
||||
init_data.allocator = g_Allocator;
|
||||
init_data.gpu = g_Gpu;
|
||||
@ -623,6 +624,7 @@ int main(int, char**)
|
||||
init_data.descriptor_pool = g_DescriptorPool;
|
||||
init_data.check_vk_result = check_vk_result;
|
||||
ImGui_ImplGlfwVulkan_Init(window, true, &init_data);
|
||||
//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsDark();
|
||||
@ -635,7 +637,6 @@ int main(int, char**)
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//ImGuiIO& io = ImGui::GetIO();
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
|
117
imgui.h
117
imgui.h
@ -22,6 +22,7 @@
|
||||
#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
|
||||
|
||||
#define IMGUI_VERSION "1.54 WIP"
|
||||
#define IMGUI_HAS_NAV // navigation branch
|
||||
|
||||
// Define attributes of all API symbols declarations, e.g. for DLL under Windows.
|
||||
#ifndef IMGUI_API
|
||||
@ -82,6 +83,7 @@ typedef void* ImTextureID; // user data to identify a texture (this is
|
||||
typedef int ImGuiCol; // enum: a color identifier for styling // enum ImGuiCol_
|
||||
typedef int ImGuiCond; // enum: a condition for Set*() // enum ImGuiCond_
|
||||
typedef int ImGuiKey; // enum: a key identifier (ImGui-side enum) // enum ImGuiKey_
|
||||
typedef int ImGuiNavInput; // enum: an input identifier for navigation // enum ImGuiNavInput_
|
||||
typedef int ImGuiMouseCursor; // enum: a mouse cursor identifier // enum ImGuiMouseCursor_
|
||||
typedef int ImGuiStyleVar; // enum: a variable identifier for styling // enum ImGuiStyleVar_
|
||||
typedef int ImDrawCornerFlags; // flags: for ImDrawList::AddRect*() etc. // enum ImDrawCornerFlags_
|
||||
@ -93,6 +95,7 @@ typedef int ImGuiComboFlags; // flags: for BeginCombo()
|
||||
typedef int ImGuiFocusedFlags; // flags: for IsWindowFocused() // enum ImGuiFocusedFlags_
|
||||
typedef int ImGuiHoveredFlags; // flags: for IsItemHovered() etc. // enum ImGuiHoveredFlags_
|
||||
typedef int ImGuiInputTextFlags; // flags: for InputText*() // enum ImGuiInputTextFlags_
|
||||
typedef int ImGuiNavFlags; // flags: for io.NavFlags // enum ImGuiNavFlags_
|
||||
typedef int ImGuiSelectableFlags; // flags: for Selectable() // enum ImGuiSelectableFlags_
|
||||
typedef int ImGuiTreeNodeFlags; // flags: for TreeNode*(),CollapsingHeader()// enum ImGuiTreeNodeFlags_
|
||||
typedef int ImGuiWindowFlags; // flags: for Begin*() // enum ImGuiWindowFlags_
|
||||
@ -317,6 +320,7 @@ namespace ImGui
|
||||
|
||||
// Widgets: Drags (tip: ctrl+click on a drag box to input with keyboard. manually input values aren't clamped, can go off-bounds)
|
||||
// For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
|
||||
// Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
|
||||
IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f); // If v_min >= v_max we have no bound
|
||||
IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f);
|
||||
IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f);
|
||||
@ -451,19 +455,20 @@ namespace ImGui
|
||||
IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL);
|
||||
IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL);
|
||||
|
||||
// Focus
|
||||
// (FIXME: Those functions will be reworked after we merge the navigation branch + have a pass at focusing/tabbing features.)
|
||||
// Focus, Activation
|
||||
// (Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHere()" when applicable, to make your code more forward compatible when navigation branch is merged)
|
||||
IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window (WIP navigation branch only). Pleaase use instead of SetScrollHere().
|
||||
IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window. Please use instead of "if (IsWindowAppearing()) SetScrollHere()" to signify "default item".
|
||||
IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.
|
||||
|
||||
// Utilities
|
||||
IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.
|
||||
IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false)
|
||||
IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
|
||||
IMGUI_API bool IsItemClicked(int mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on)
|
||||
IMGUI_API bool IsItemVisible(); // is the last item visible? (aka not out of sight due to clipping/scrolling.)
|
||||
IMGUI_API bool IsAnyItemHovered();
|
||||
IMGUI_API bool IsAnyItemActive();
|
||||
IMGUI_API bool IsAnyItemFocused();
|
||||
IMGUI_API ImVec2 GetItemRectMin(); // get bounding rectangle of last item, in screen space
|
||||
IMGUI_API ImVec2 GetItemRectMax(); // "
|
||||
IMGUI_API ImVec2 GetItemRectSize(); // get size of last item, in screen space
|
||||
@ -547,8 +552,12 @@ enum ImGuiWindowFlags_
|
||||
ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
|
||||
ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
|
||||
ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // (WIP) Enable resize from any corners and borders. Your back-end needs to honor the different values of io.MouseCursor set by imgui.
|
||||
ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window
|
||||
ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
|
||||
ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
|
||||
|
||||
// [Internal]
|
||||
ImGuiWindowFlags_NavFlattened = 1 << 23, // (WIP) Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!)
|
||||
ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
|
||||
ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
|
||||
ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
|
||||
@ -596,6 +605,7 @@ enum ImGuiTreeNodeFlags_
|
||||
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().
|
||||
//ImGuITreeNodeFlags_SpanAllAvailWidth = 1 << 11, // FIXME: TODO: Extend hit box horizontally even if not framed
|
||||
//ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 12, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
|
||||
ImGuiTreeNodeFlags_NavCloseFromChild = 1 << 13, // (WIP) Nav: left direction may close this TreeNode() when focusing on any child (items submitted between TreeNode and TreePop)
|
||||
ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoAutoOpenOnLog
|
||||
|
||||
// Obsolete names (will be removed)
|
||||
@ -669,20 +679,21 @@ enum ImGuiDragDropFlags_
|
||||
// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
|
||||
enum ImGuiKey_
|
||||
{
|
||||
ImGuiKey_Tab, // for tabbing through fields
|
||||
ImGuiKey_LeftArrow, // for text edit
|
||||
ImGuiKey_RightArrow,// for text edit
|
||||
ImGuiKey_UpArrow, // for text edit
|
||||
ImGuiKey_DownArrow, // for text edit
|
||||
ImGuiKey_Tab,
|
||||
ImGuiKey_LeftArrow,
|
||||
ImGuiKey_RightArrow,
|
||||
ImGuiKey_UpArrow,
|
||||
ImGuiKey_DownArrow,
|
||||
ImGuiKey_PageUp,
|
||||
ImGuiKey_PageDown,
|
||||
ImGuiKey_Home, // for text edit
|
||||
ImGuiKey_End, // for text edit
|
||||
ImGuiKey_Insert, // for text edit
|
||||
ImGuiKey_Delete, // for text edit
|
||||
ImGuiKey_Backspace, // for text edit
|
||||
ImGuiKey_Enter, // for text edit
|
||||
ImGuiKey_Escape, // for text edit
|
||||
ImGuiKey_Home,
|
||||
ImGuiKey_End,
|
||||
ImGuiKey_Insert,
|
||||
ImGuiKey_Delete,
|
||||
ImGuiKey_Backspace,
|
||||
ImGuiKey_Space,
|
||||
ImGuiKey_Enter,
|
||||
ImGuiKey_Escape,
|
||||
ImGuiKey_A, // for text edit CTRL+A: select all
|
||||
ImGuiKey_C, // for text edit CTRL+C: copy
|
||||
ImGuiKey_V, // for text edit CTRL+V: paste
|
||||
@ -692,6 +703,50 @@ enum ImGuiKey_
|
||||
ImGuiKey_COUNT
|
||||
};
|
||||
|
||||
// [BETA] Gamepad/Keyboard directional navigation
|
||||
// Keyboard: Set io.NavFlags |= ImGuiNavFlags_EnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays.
|
||||
// Gamepad: Set io.NavFlags |= ImGuiNavFlags_EnableGamepad to enable. Fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
|
||||
// Read instructions in imgui.cpp for more details.
|
||||
enum ImGuiNavInput_
|
||||
{
|
||||
// Gamepad Mapping
|
||||
ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Circle (PS4), A (Xbox), B (Switch), Space (Keyboard)
|
||||
ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Cross (PS4), B (Xbox), A (Switch), Escape (Keyboard)
|
||||
ImGuiNavInput_Input, // text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)
|
||||
ImGuiNavInput_Menu, // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)
|
||||
ImGuiNavInput_DpadLeft, // move / tweak / resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard)
|
||||
ImGuiNavInput_DpadRight, //
|
||||
ImGuiNavInput_DpadUp, //
|
||||
ImGuiNavInput_DpadDown, //
|
||||
ImGuiNavInput_LStickLeft, // scroll / move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down
|
||||
ImGuiNavInput_LStickRight, //
|
||||
ImGuiNavInput_LStickUp, //
|
||||
ImGuiNavInput_LStickDown, //
|
||||
ImGuiNavInput_FocusPrev, // next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
|
||||
ImGuiNavInput_FocusNext, // prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
|
||||
ImGuiNavInput_TweakSlow, // slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
|
||||
ImGuiNavInput_TweakFast, // faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
|
||||
|
||||
// [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
|
||||
// Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) may be directly reading from io.KeyDown[] instead of io.NavInputs[].
|
||||
ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt
|
||||
ImGuiNavInput_KeyLeft_, // move left // = Arrow keys
|
||||
ImGuiNavInput_KeyRight_, // move right
|
||||
ImGuiNavInput_KeyUp_, // move up
|
||||
ImGuiNavInput_KeyDown_, // move down
|
||||
ImGuiNavInput_COUNT,
|
||||
ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_
|
||||
};
|
||||
|
||||
// [BETA] Gamepad/Keyboard directional navigation options
|
||||
enum ImGuiNavFlags_
|
||||
{
|
||||
ImGuiNavFlags_EnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeyDown[].
|
||||
ImGuiNavFlags_EnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[].
|
||||
ImGuiNavFlags_MoveMouse = 1 << 2, // Request navigation to allow moving the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantMoveMouse=true. If enabled you MUST honor io.WantMoveMouse requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth.
|
||||
ImGuiNavFlags_NoCaptureKeyboard = 1 << 3 // Do not set the io.WantCaptureKeyboard flag with io.NavActive is set.
|
||||
};
|
||||
|
||||
// Enumeration for PushStyleColor() / PopStyleColor()
|
||||
enum ImGuiCol_
|
||||
{
|
||||
@ -738,6 +793,8 @@ enum ImGuiCol_
|
||||
ImGuiCol_TextSelectedBg,
|
||||
ImGuiCol_ModalWindowDarkening, // darken entire screen when a modal window is active
|
||||
ImGuiCol_DragDropTarget,
|
||||
ImGuiCol_NavHighlight, // gamepad/keyboard: current highlighted item
|
||||
ImGuiCol_NavWindowingHighlight, // gamepad/keyboard: when holding NavMenu to focus/move/resize windows
|
||||
ImGuiCol_COUNT
|
||||
|
||||
// Obsolete names (will be removed)
|
||||
@ -893,6 +950,7 @@ struct ImGuiIO
|
||||
float IniSavingRate; // = 5.0f // Maximum time between saving positions/sizes to .ini file, in seconds.
|
||||
const char* IniFilename; // = "imgui.ini" // Path to .ini file. NULL to disable .ini saving.
|
||||
const char* LogFilename; // = "imgui_log.txt" // Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
|
||||
ImGuiNavFlags NavFlags; // = 0 // See ImGuiNavFlags_. Gamepad/keyboard navigation options.
|
||||
float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
|
||||
float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
|
||||
float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
|
||||
@ -942,17 +1000,18 @@ struct ImGuiIO
|
||||
// Input - Fill before calling NewFrame()
|
||||
//------------------------------------------------------------------
|
||||
|
||||
ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
|
||||
bool MouseDown[5]; // Mouse buttons: left, right, middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
|
||||
float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text.
|
||||
float MouseWheelH; // Mouse wheel (Horizontal). Most users don't have a mouse with an horizontal wheel, may not be filled by all back ends.
|
||||
bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
|
||||
bool KeyCtrl; // Keyboard modifier pressed: Control
|
||||
bool KeyShift; // Keyboard modifier pressed: Shift
|
||||
bool KeyAlt; // Keyboard modifier pressed: Alt
|
||||
bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
|
||||
bool KeysDown[512]; // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys).
|
||||
ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
|
||||
ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
|
||||
bool MouseDown[5]; // Mouse buttons: left, right, middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
|
||||
float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text.
|
||||
float MouseWheelH; // Mouse wheel (Horizontal). Most users don't have a mouse with an horizontal wheel, may not be filled by all back ends.
|
||||
bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
|
||||
bool KeyCtrl; // Keyboard modifier pressed: Control
|
||||
bool KeyShift; // Keyboard modifier pressed: Shift
|
||||
bool KeyAlt; // Keyboard modifier pressed: Alt
|
||||
bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
|
||||
bool KeysDown[512]; // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys).
|
||||
ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
|
||||
float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs (keyboard keys will be auto-mapped and be written here by ImGui::NewFrame)
|
||||
|
||||
// Functions
|
||||
IMGUI_API void AddInputCharacter(ImWchar c); // Add new character into InputCharacters[]
|
||||
@ -966,7 +1025,9 @@ struct ImGuiIO
|
||||
bool WantCaptureMouse; // When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. This is set by ImGui when it wants to use your mouse (e.g. unclicked mouse is hovering a window, or a widget is active).
|
||||
bool WantCaptureKeyboard; // When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. This is set by ImGui when it wants to use your keyboard inputs.
|
||||
bool WantTextInput; // Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
|
||||
bool WantMoveMouse; // [BETA-NAV] MousePos has been altered, back-end should reposition mouse on next frame. Set only when 'NavMovesMouse=true'.
|
||||
bool WantMoveMouse; // MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiNavFlags_MoveMouse flag is enabled in io.NavFlags.
|
||||
bool NavActive; // Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
|
||||
bool NavVisible; // Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
|
||||
float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
|
||||
int MetricsAllocs; // Number of active memory allocations
|
||||
int MetricsRenderVertices; // Vertices output during last call to Render()
|
||||
@ -991,6 +1052,8 @@ struct ImGuiIO
|
||||
float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point
|
||||
float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed)
|
||||
float KeysDownDurationPrev[512]; // Previous duration the key has been down
|
||||
float NavInputsDownDuration[ImGuiNavInput_COUNT];
|
||||
float NavInputsDownDurationPrev[ImGuiNavInput_COUNT];
|
||||
|
||||
IMGUI_API ImGuiIO();
|
||||
};
|
||||
|
@ -174,6 +174,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
static bool no_resize = false;
|
||||
static bool no_collapse = false;
|
||||
static bool no_close = false;
|
||||
static bool no_nav = false;
|
||||
|
||||
// Demonstrate the various window flags. Typically you would just use the default.
|
||||
ImGuiWindowFlags window_flags = 0;
|
||||
@ -183,6 +184,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
if (no_move) window_flags |= ImGuiWindowFlags_NoMove;
|
||||
if (no_resize) window_flags |= ImGuiWindowFlags_NoResize;
|
||||
if (no_collapse) window_flags |= ImGuiWindowFlags_NoCollapse;
|
||||
if (no_nav) window_flags |= ImGuiWindowFlags_NoNav;
|
||||
if (no_close) p_open = NULL; // Don't pass our bool* to Begin
|
||||
|
||||
ImGui::SetNextWindowSize(ImVec2(550,680), ImGuiCond_FirstUseEver);
|
||||
@ -247,7 +249,8 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
ImGui::Checkbox("No move", &no_move); ImGui::SameLine(150);
|
||||
ImGui::Checkbox("No resize", &no_resize); ImGui::SameLine(300);
|
||||
ImGui::Checkbox("No collapse", &no_collapse);
|
||||
ImGui::Checkbox("No close", &no_close);
|
||||
ImGui::Checkbox("No close", &no_close); ImGui::SameLine(150);
|
||||
ImGui::Checkbox("No nav", &no_nav);
|
||||
|
||||
if (ImGui::TreeNode("Style"))
|
||||
{
|
||||
@ -1530,7 +1533,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
ImGui::OpenPopup("Delete?");
|
||||
if (ImGui::BeginPopupModal("Delete?", NULL, ImGuiWindowFlags_AlwaysAutoResize))
|
||||
{
|
||||
ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!\n\n");
|
||||
ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!\n\n");
|
||||
ImGui::Separator();
|
||||
|
||||
//static int dummy_i = 0;
|
||||
@ -1542,6 +1545,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
ImGui::PopStyleVar();
|
||||
|
||||
if (ImGui::Button("OK", ImVec2(120,0))) { ImGui::CloseCurrentPopup(); }
|
||||
ImGui::SetItemDefaultFocus();
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button("Cancel", ImVec2(120,0))) { ImGui::CloseCurrentPopup(); }
|
||||
ImGui::EndPopup();
|
||||
@ -1790,18 +1794,24 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
ImGui::BulletText("%s", lines[i]);
|
||||
}
|
||||
|
||||
if (ImGui::CollapsingHeader("Inputs & Focus"))
|
||||
if (ImGui::CollapsingHeader("Inputs, Navigation & Focus"))
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor);
|
||||
ImGui::SameLine(); ShowHelpMarker("Request ImGui to render a mouse cursor for you in software. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something).");
|
||||
|
||||
ImGui::Text("WantCaptureMouse: %d", io.WantCaptureMouse);
|
||||
ImGui::Text("WantCaptureKeyboard: %d", io.WantCaptureKeyboard);
|
||||
ImGui::Text("WantTextInput: %d", io.WantTextInput);
|
||||
ImGui::Text("WantMoveMouse: %d", io.WantMoveMouse);
|
||||
ImGui::Text("NavActive: %d, NavVisible: %d", io.NavActive, io.NavVisible);
|
||||
|
||||
if (ImGui::TreeNode("Keyboard & Mouse State"))
|
||||
ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor);
|
||||
ImGui::SameLine(); ShowHelpMarker("Request ImGui to render a mouse cursor for you in software. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something).");
|
||||
ImGui::CheckboxFlags("io.NavFlags: EnableGamepad", (unsigned int *)&io.NavFlags, ImGuiNavFlags_EnableGamepad);
|
||||
ImGui::CheckboxFlags("io.NavFlags: EnableKeyboard", (unsigned int *)&io.NavFlags, ImGuiNavFlags_EnableKeyboard);
|
||||
ImGui::CheckboxFlags("io.NavFlags: MoveMouse", (unsigned int *)&io.NavFlags, ImGuiNavFlags_MoveMouse);
|
||||
ImGui::SameLine(); ShowHelpMarker("Request ImGui to move your move cursor when using gamepad/keyboard navigation. NewFrame() will change io.MousePos and set the io.WantMoveMouse flag, your backend will need to apply the new mouse position.");
|
||||
|
||||
if (ImGui::TreeNode("Keyboard, Mouse & Navigation State"))
|
||||
{
|
||||
if (ImGui::IsMousePosValid())
|
||||
ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
|
||||
@ -1818,6 +1828,9 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
ImGui::Text("Keys release:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyReleased(i)) { ImGui::SameLine(); ImGui::Text("%d", i); }
|
||||
ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
|
||||
|
||||
ImGui::Text("NavInputs down:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputs[i] > 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f", i, io.NavInputs[i]); }
|
||||
ImGui::Text("NavInputs pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] == 0.0f) { ImGui::SameLine(); ImGui::Text("[%d]", i); }
|
||||
ImGui::Text("NavInputs duration:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f", i, io.NavInputsDownDuration[i]); }
|
||||
|
||||
ImGui::Button("Hovering me sets the\nkeyboard capture flag");
|
||||
if (ImGui::IsItemHovered())
|
||||
@ -1871,7 +1884,17 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
ImGui::Text("Item with focus: %d", has_focus);
|
||||
else
|
||||
ImGui::Text("Item with focus: <none>");
|
||||
ImGui::TextWrapped("Cursor & selection are preserved when refocusing last used item in code.");
|
||||
|
||||
// Use >= 0 parameter to SetKeyboardFocusHere() to focus an upcoming item
|
||||
static float f3[3] = { 0.0f, 0.0f, 0.0f };
|
||||
int focus_ahead = -1;
|
||||
if (ImGui::Button("Focus on X")) focus_ahead = 0; ImGui::SameLine();
|
||||
if (ImGui::Button("Focus on Y")) focus_ahead = 1; ImGui::SameLine();
|
||||
if (ImGui::Button("Focus on Z")) focus_ahead = 2;
|
||||
if (focus_ahead != -1) ImGui::SetKeyboardFocusHere(focus_ahead);
|
||||
ImGui::SliderFloat3("Float3", &f3[0], 0.0f, 1.0f);
|
||||
|
||||
ImGui::TextWrapped("NB: Cursor & selection are preserved when refocusing last used item in code.");
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
@ -1974,7 +1997,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
char label[32];
|
||||
sprintf(label, "Mouse cursor %d: %s", i, mouse_cursors_names[i]);
|
||||
ImGui::Bullet(); ImGui::Selectable(label, false);
|
||||
if (ImGui::IsItemHovered())
|
||||
if (ImGui::IsItemHovered() || ImGui::IsItemFocused())
|
||||
ImGui::SetMouseCursor(i);
|
||||
}
|
||||
ImGui::TreePop();
|
||||
@ -2134,7 +2157,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
||||
ImGui::RadioButton("Alpha", &alpha_flags, ImGuiColorEditFlags_AlphaPreview); ImGui::SameLine();
|
||||
ImGui::RadioButton("Both", &alpha_flags, ImGuiColorEditFlags_AlphaPreviewHalf);
|
||||
|
||||
ImGui::BeginChild("#colors", ImVec2(0, 300), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar);
|
||||
ImGui::BeginChild("#colors", ImVec2(0, 300), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar | ImGuiWindowFlags_NavFlattened);
|
||||
ImGui::PushItemWidth(-160);
|
||||
for (int i = 0; i < ImGuiCol_COUNT; i++)
|
||||
{
|
||||
@ -2316,15 +2339,16 @@ static void ShowExampleMenuFile()
|
||||
}
|
||||
if (ImGui::BeginMenu("Colors"))
|
||||
{
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0,0));
|
||||
float sz = ImGui::GetTextLineHeight();
|
||||
for (int i = 0; i < ImGuiCol_COUNT; i++)
|
||||
{
|
||||
const char* name = ImGui::GetStyleColorName((ImGuiCol)i);
|
||||
ImGui::ColorButton(name, ImGui::GetStyleColorVec4((ImGuiCol)i));
|
||||
ImVec2 p = ImGui::GetCursorScreenPos();
|
||||
ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x+sz, p.y+sz), ImGui::GetColorU32((ImGuiCol)i));
|
||||
ImGui::Dummy(ImVec2(sz, sz));
|
||||
ImGui::SameLine();
|
||||
ImGui::MenuItem(name);
|
||||
}
|
||||
ImGui::PopStyleVar();
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
if (ImGui::BeginMenu("Disabled", false)) // Disabled
|
||||
@ -2408,7 +2432,7 @@ static void ShowExampleAppFixedOverlay(bool* p_open)
|
||||
ImVec2 window_pos_pivot = ImVec2((corner & 1) ? 1.0f : 0.0f, (corner & 2) ? 1.0f : 0.0f);
|
||||
ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot);
|
||||
ImGui::SetNextWindowBgAlpha(0.3f); // Transparent background
|
||||
if (ImGui::Begin("Example: Fixed Overlay", p_open, ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoSavedSettings))
|
||||
if (ImGui::Begin("Example: Fixed Overlay", p_open, ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_NoFocusOnAppearing|ImGuiWindowFlags_NoNav))
|
||||
{
|
||||
ImGui::Text("Simple overlay\nin the corner of the screen.\n(right-click to change position)");
|
||||
ImGui::Separator();
|
||||
@ -2693,6 +2717,7 @@ struct ExampleAppConsole
|
||||
ImGui::Separator();
|
||||
|
||||
// Command-line
|
||||
bool reclaim_focus = false;
|
||||
if (ImGui::InputText("Input", InputBuf, IM_ARRAYSIZE(InputBuf), ImGuiInputTextFlags_EnterReturnsTrue|ImGuiInputTextFlags_CallbackCompletion|ImGuiInputTextFlags_CallbackHistory, &TextEditCallbackStub, (void*)this))
|
||||
{
|
||||
char* input_end = InputBuf+strlen(InputBuf);
|
||||
@ -2700,10 +2725,12 @@ struct ExampleAppConsole
|
||||
if (InputBuf[0])
|
||||
ExecCommand(InputBuf);
|
||||
strcpy(InputBuf, "");
|
||||
reclaim_focus = true;
|
||||
}
|
||||
|
||||
// Demonstrate keeping auto focus on the input box
|
||||
if (ImGui::IsItemHovered() || (ImGui::IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows) && !ImGui::IsAnyItemActive() && !ImGui::IsMouseClicked(0)))
|
||||
// Demonstrate keeping focus on the input box
|
||||
ImGui::SetItemDefaultFocus();
|
||||
if (reclaim_focus)
|
||||
ImGui::SetKeyboardFocusHere(-1); // Auto focus previous widget
|
||||
|
||||
ImGui::End();
|
||||
|
@ -175,6 +175,8 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst)
|
||||
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f);
|
||||
colors[ImGuiCol_ModalWindowDarkening] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
|
||||
colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
|
||||
colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered];
|
||||
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
|
||||
}
|
||||
|
||||
void ImGui::StyleColorsDark(ImGuiStyle* dst)
|
||||
@ -225,6 +227,8 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst)
|
||||
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
|
||||
colors[ImGuiCol_ModalWindowDarkening] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f);
|
||||
colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
|
||||
colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
|
||||
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
|
||||
}
|
||||
|
||||
// Those light colors are better suited with a thicker font than the default one + FrameBorder
|
||||
@ -278,6 +282,8 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
|
||||
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
|
||||
colors[ImGuiCol_ModalWindowDarkening] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
|
||||
colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
|
||||
colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered];
|
||||
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
169
imgui_internal.h
169
imgui_internal.h
@ -14,6 +14,7 @@
|
||||
|
||||
#include <stdio.h> // FILE*
|
||||
#include <math.h> // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf
|
||||
#include <limits.h> // INT_MIN, INT_MAX
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning (push)
|
||||
@ -46,6 +47,8 @@ typedef int ImGuiLayoutType; // enum: horizontal or vertical
|
||||
typedef int ImGuiButtonFlags; // flags: for ButtonEx(), ButtonBehavior() // enum ImGuiButtonFlags_
|
||||
typedef int ImGuiItemFlags; // flags: for PushItemFlag() // enum ImGuiItemFlags_
|
||||
typedef int ImGuiItemStatusFlags; // flags: storage for DC.LastItemXXX // enum ImGuiItemStatusFlags_
|
||||
typedef int ImGuiNavHighlightFlags; // flags: for RenderNavHighlight() // enum ImGuiNavHighlightFlags_
|
||||
typedef int ImGuiNavDirSourceFlags; // flags: for GetNavInputAmount2d() // enum ImGuiNavDirSourceFlags_
|
||||
typedef int ImGuiSeparatorFlags; // flags: for Separator() - internal // enum ImGuiSeparatorFlags_
|
||||
typedef int ImGuiSliderFlags; // flags: for SliderBehavior() // enum ImGuiSliderFlags_
|
||||
|
||||
@ -184,7 +187,8 @@ enum ImGuiButtonFlags_
|
||||
ImGuiButtonFlags_AlignTextBaseLine = 1 << 9, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine
|
||||
ImGuiButtonFlags_NoKeyModifiers = 1 << 10, // disable interaction if a key modifier is held
|
||||
ImGuiButtonFlags_NoHoldingActiveID = 1 << 11, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only)
|
||||
ImGuiButtonFlags_PressedOnDragDropHold = 1 << 12 // press when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers)
|
||||
ImGuiButtonFlags_PressedOnDragDropHold = 1 << 12, // press when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers)
|
||||
ImGuiButtonFlags_NoNavFocus = 1 << 13 // don't override navigation focus when activated
|
||||
};
|
||||
|
||||
enum ImGuiSliderFlags_
|
||||
@ -261,6 +265,49 @@ enum ImGuiDir
|
||||
ImGuiDir_Count_
|
||||
};
|
||||
|
||||
enum ImGuiInputSource
|
||||
{
|
||||
ImGuiInputSource_None = 0,
|
||||
ImGuiInputSource_Mouse,
|
||||
ImGuiInputSource_Nav,
|
||||
ImGuiInputSource_NavKeyboard, // Only used occasionally for storage, not tested/handled by most code
|
||||
ImGuiInputSource_NavGamepad, // "
|
||||
ImGuiInputSource_Count_,
|
||||
};
|
||||
|
||||
// FIXME-NAV: Clarify/expose various repeat delay/rate
|
||||
enum ImGuiInputReadMode
|
||||
{
|
||||
ImGuiInputReadMode_Down,
|
||||
ImGuiInputReadMode_Pressed,
|
||||
ImGuiInputReadMode_Released,
|
||||
ImGuiInputReadMode_Repeat,
|
||||
ImGuiInputReadMode_RepeatSlow,
|
||||
ImGuiInputReadMode_RepeatFast
|
||||
};
|
||||
|
||||
enum ImGuiNavHighlightFlags_
|
||||
{
|
||||
ImGuiNavHighlightFlags_TypeDefault = 1 << 0,
|
||||
ImGuiNavHighlightFlags_TypeThin = 1 << 1,
|
||||
ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2,
|
||||
ImGuiNavHighlightFlags_NoRounding = 1 << 3
|
||||
};
|
||||
|
||||
enum ImGuiNavDirSourceFlags_
|
||||
{
|
||||
ImGuiNavDirSourceFlags_Keyboard = 1 << 0,
|
||||
ImGuiNavDirSourceFlags_PadDPad = 1 << 1,
|
||||
ImGuiNavDirSourceFlags_PadLStick = 1 << 2
|
||||
};
|
||||
|
||||
enum ImGuiNavForward
|
||||
{
|
||||
ImGuiNavForward_None,
|
||||
ImGuiNavForward_ForwardQueued,
|
||||
ImGuiNavForward_ForwardActive
|
||||
};
|
||||
|
||||
// 2D axis aligned bounding-box
|
||||
// NB: we can't rely on ImVec2 math operators being available here
|
||||
struct IMGUI_API ImRect
|
||||
@ -467,6 +514,20 @@ struct ImDrawDataBuilder
|
||||
IMGUI_API void FlattenIntoSingleLayer();
|
||||
};
|
||||
|
||||
struct ImGuiNavMoveResult
|
||||
{
|
||||
ImGuiID ID; // Best candidate
|
||||
ImGuiID ParentID; // Best candidate window->IDStack.back() - to compare context
|
||||
ImGuiWindow* Window; // Best candidate window
|
||||
float DistBox; // Best candidate box distance to current NavId
|
||||
float DistCenter; // Best candidate center distance to current NavId
|
||||
float DistAxial;
|
||||
ImRect RectRel; // Best candidate bounding box in window relative space
|
||||
|
||||
ImGuiNavMoveResult() { Clear(); }
|
||||
void Clear() { ID = ParentID = 0; Window = NULL; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); }
|
||||
};
|
||||
|
||||
// Storage for SetNexWindow** functions
|
||||
struct ImGuiNextWindowData
|
||||
{
|
||||
@ -526,7 +587,6 @@ struct ImGuiContext
|
||||
ImGuiStorage WindowsById;
|
||||
int WindowsActiveCount;
|
||||
ImGuiWindow* CurrentWindow; // Being drawn into
|
||||
ImGuiWindow* NavWindow; // Nav/focused window for navigation
|
||||
ImGuiWindow* HoveredWindow; // Will catch mouse inputs
|
||||
ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only)
|
||||
ImGuiID HoveredId; // Hovered widget
|
||||
@ -539,8 +599,10 @@ struct ImGuiContext
|
||||
bool ActiveIdIsAlive; // Active widget has been seen this frame
|
||||
bool ActiveIdIsJustActivated; // Set at the time of activation for one frame
|
||||
bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always)
|
||||
int ActiveIdAllowNavDirFlags; // Active widget allows using directional navigation (e.g. can activate a button and move away from it)
|
||||
ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
|
||||
ImGuiWindow* ActiveIdWindow;
|
||||
ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard)
|
||||
ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow.
|
||||
ImVector<ImGuiColMod> ColorModifiers; // Stack for PushStyleColor()/PopStyleColor()
|
||||
ImVector<ImGuiStyleMod> StyleModifiers; // Stack for PushStyleVar()/PopStyleVar()
|
||||
@ -551,6 +613,41 @@ struct ImGuiContext
|
||||
bool NextTreeNodeOpenVal; // Storage for SetNextTreeNode** functions
|
||||
ImGuiCond NextTreeNodeOpenCond;
|
||||
|
||||
// Navigation data (for gamepad/keyboard)
|
||||
ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow'
|
||||
ImGuiID NavId; // Focused item for navigation
|
||||
ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem()
|
||||
ImGuiID NavActivateDownId; // ~~ IsNavInputDown(ImGuiNavInput_Activate) ? NavId : 0
|
||||
ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0
|
||||
ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0
|
||||
ImGuiID NavJustTabbedId; // Just tabbed to this id.
|
||||
ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame
|
||||
ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest)
|
||||
ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
|
||||
int NavScoringCount; // Metrics for debugging
|
||||
ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed front-most.
|
||||
float NavWindowingHighlightTimer;
|
||||
float NavWindowingHighlightAlpha;
|
||||
bool NavWindowingToggleLayer;
|
||||
ImGuiInputSource NavWindowingInputSource; // Gamepad or keyboard mode
|
||||
int NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later.
|
||||
int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing
|
||||
bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRefRectRel is valid
|
||||
bool NavMousePosDirty; // When set we will update mouse position if (NavFlags & ImGuiNavFlags_MoveMouse) if set (NB: this not enabled by default)
|
||||
bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (nb: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover)
|
||||
bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again.
|
||||
bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest
|
||||
bool NavInitRequest; // Init request for appearing window to select first item
|
||||
bool NavInitRequestFromMove;
|
||||
ImGuiID NavInitResultId;
|
||||
ImRect NavInitResultRectRel;
|
||||
bool NavMoveFromClampedRefRect; // Set by manual scrolling, if we scroll to a point where NavId isn't visible we reset navigation from visible items
|
||||
bool NavMoveRequest; // Move request for this frame
|
||||
ImGuiNavForward NavMoveRequestForward; // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu)
|
||||
ImGuiDir NavMoveDir, NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request
|
||||
ImGuiNavMoveResult NavMoveResultLocal; // Best move request candidate within NavWindow
|
||||
ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using the NavFlattened flag)
|
||||
|
||||
// Render
|
||||
ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user
|
||||
ImDrawDataBuilder DrawDataBuilder;
|
||||
@ -620,7 +717,6 @@ struct ImGuiContext
|
||||
FrameCountEnded = FrameCountRendered = -1;
|
||||
WindowsActiveCount = 0;
|
||||
CurrentWindow = NULL;
|
||||
NavWindow = NULL;
|
||||
HoveredWindow = NULL;
|
||||
HoveredRootWindow = NULL;
|
||||
HoveredId = 0;
|
||||
@ -633,12 +729,38 @@ struct ImGuiContext
|
||||
ActiveIdIsAlive = false;
|
||||
ActiveIdIsJustActivated = false;
|
||||
ActiveIdAllowOverlap = false;
|
||||
ActiveIdAllowNavDirFlags = 0;
|
||||
ActiveIdClickOffset = ImVec2(-1,-1);
|
||||
ActiveIdWindow = NULL;
|
||||
ActiveIdSource = ImGuiInputSource_None;
|
||||
MovingWindow = NULL;
|
||||
NextTreeNodeOpenVal = false;
|
||||
NextTreeNodeOpenCond = 0;
|
||||
|
||||
NavWindow = NULL;
|
||||
NavId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0;
|
||||
NavJustTabbedId = NavJustMovedToId = NavNextActivateId = 0;
|
||||
NavScoringRectScreen = ImRect();
|
||||
NavScoringCount = 0;
|
||||
NavWindowingTarget = NULL;
|
||||
NavWindowingHighlightTimer = NavWindowingHighlightAlpha = 0.0f;
|
||||
NavWindowingToggleLayer = false;
|
||||
NavWindowingInputSource = ImGuiInputSource_None;
|
||||
NavLayer = 0;
|
||||
NavIdTabCounter = INT_MAX;
|
||||
NavIdIsAlive = false;
|
||||
NavMousePosDirty = false;
|
||||
NavDisableHighlight = true;
|
||||
NavDisableMouseHover = false;
|
||||
NavAnyRequest = false;
|
||||
NavInitRequest = false;
|
||||
NavInitRequestFromMove = false;
|
||||
NavInitResultId = 0;
|
||||
NavMoveFromClampedRefRect = false;
|
||||
NavMoveRequest = false;
|
||||
NavMoveRequestForward = ImGuiNavForward_None;
|
||||
NavMoveDir = NavMoveDirLast = ImGuiDir_None;
|
||||
|
||||
ModalWindowDarkeningRatio = 0.0f;
|
||||
OverlayDrawList._Data = &DrawListSharedData;
|
||||
OverlayDrawList._OwnerName = "##Overlay"; // Give it a name for debugging
|
||||
@ -687,8 +809,8 @@ enum ImGuiItemFlags_
|
||||
ImGuiItemFlags_AllowKeyboardFocus = 1 << 0, // true
|
||||
ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings.
|
||||
ImGuiItemFlags_Disabled = 1 << 2, // false // FIXME-WIP: Disable interactions but doesn't affect visuals. Should be: grey out and disable interactions with widgets that affect data + view widgets (WIP)
|
||||
//ImGuiItemFlags_NoNav = 1 << 3, // false
|
||||
//ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false
|
||||
ImGuiItemFlags_NoNav = 1 << 3, // false
|
||||
ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false
|
||||
ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window
|
||||
ImGuiItemFlags_Default_ = ImGuiItemFlags_AllowKeyboardFocus
|
||||
};
|
||||
@ -707,15 +829,23 @@ struct IMGUI_API ImGuiDrawContext
|
||||
float PrevLineTextBaseOffset;
|
||||
float LogLinePosY;
|
||||
int TreeDepth;
|
||||
ImU32 TreeDepthMayCloseOnPop; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31
|
||||
ImGuiID LastItemId;
|
||||
ImGuiItemStatusFlags LastItemStatusFlags;
|
||||
ImRect LastItemRect; // Interaction rect
|
||||
ImRect LastItemDisplayRect; // End-user display rect (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect)
|
||||
bool MenuBarAppending;
|
||||
bool NavHideHighlightOneFrame;
|
||||
bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f)
|
||||
int NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1)
|
||||
int NavLayerCurrentMask; // = (1 << NavLayerCurrent) used by ItemAdd prior to clipping.
|
||||
int NavLayerActiveMask; // Which layer have been written to (result from previous frame)
|
||||
int NavLayerActiveMaskNext; // Which layer have been written to (buffer for current frame)
|
||||
bool MenuBarAppending; // FIXME: Remove this
|
||||
float MenuBarOffsetX;
|
||||
ImVector<ImGuiWindow*> ChildWindows;
|
||||
ImGuiStorage* StateStorage;
|
||||
ImGuiLayoutType LayoutType;
|
||||
ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin()
|
||||
|
||||
// We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
|
||||
ImGuiItemFlags ItemFlags; // == ItemFlagsStack.back() [empty == ImGuiItemFlags_Default]
|
||||
@ -739,13 +869,19 @@ struct IMGUI_API ImGuiDrawContext
|
||||
CurrentLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f;
|
||||
LogLinePosY = -1.0f;
|
||||
TreeDepth = 0;
|
||||
TreeDepthMayCloseOnPop = 0x00;
|
||||
LastItemId = 0;
|
||||
LastItemStatusFlags = 0;
|
||||
LastItemRect = LastItemDisplayRect = ImRect();
|
||||
NavHideHighlightOneFrame = false;
|
||||
NavHasScroll = false;
|
||||
NavLayerActiveMask = NavLayerActiveMaskNext = 0x00;
|
||||
NavLayerCurrent = 0;
|
||||
NavLayerCurrentMask = 1 << 0;
|
||||
MenuBarAppending = false;
|
||||
MenuBarOffsetX = 0.0f;
|
||||
StateStorage = NULL;
|
||||
LayoutType = ImGuiLayoutType_Vertical;
|
||||
LayoutType = ParentLayoutType = ImGuiLayoutType_Vertical;
|
||||
ItemWidth = 0.0f;
|
||||
ItemFlags = ImGuiItemFlags_Default_;
|
||||
TextWrapPos = -1.0f;
|
||||
@ -776,6 +912,7 @@ struct IMGUI_API ImGuiWindow
|
||||
float WindowRounding; // Window rounding at the time of begin.
|
||||
float WindowBorderSize; // Window border size at the time of begin.
|
||||
ImGuiID MoveId; // == window->GetID("#MOVE")
|
||||
ImGuiID ChildId; // Id of corresponding item in parent window (for child windows)
|
||||
ImVec2 Scroll;
|
||||
ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)
|
||||
ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
|
||||
@ -785,6 +922,7 @@ struct IMGUI_API ImGuiWindow
|
||||
bool WasActive;
|
||||
bool WriteAccessed; // Set to true when any widget access the current window
|
||||
bool Collapsed; // Set when collapsing window to become only title-bar
|
||||
bool CollapseToggleWanted;
|
||||
bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed)
|
||||
bool Appearing; // Set during the frame where the window is appearing (or re-appearing)
|
||||
bool CloseButton; // Set when the window has a close button (p_open != NULL)
|
||||
@ -819,7 +957,13 @@ struct IMGUI_API ImGuiWindow
|
||||
ImGuiWindow* RootWindow; // Generally point to ourself. If we are a child window, this is pointing to the first non-child parent window.
|
||||
ImGuiWindow* RootNonPopupWindow; // Generally point to ourself. Used to display TitleBgActive color and for selecting which window to use for NavWindowing
|
||||
|
||||
ImGuiWindow* NavRootWindow; // Generally point to ourself. If we are a child window with the NavFlattened flag, point to a parent window.
|
||||
ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.)
|
||||
ImGuiID NavLastIds[2]; // Last known NavId for this window, per layer (0/1)
|
||||
ImRect NavRectRel[2]; // Reference rectangle, in window relative space
|
||||
|
||||
// Navigation / Focus
|
||||
// FIXME-NAV: Merge all this with the new Nav system, at least the request variables should be moved to ImGuiContext
|
||||
int FocusIdxAllCounter; // Start at -1 and increase as assigned via FocusItemRegister()
|
||||
int FocusIdxTabCounter; // (same, but only count widgets which you can Tab through)
|
||||
int FocusIdxAllRequestCurrent; // Item being requested for focus
|
||||
@ -876,6 +1020,7 @@ namespace ImGui
|
||||
IMGUI_API void BringWindowToFront(ImGuiWindow* window);
|
||||
IMGUI_API void BringWindowToBack(ImGuiWindow* window);
|
||||
IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent);
|
||||
IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window);
|
||||
|
||||
IMGUI_API void Initialize();
|
||||
|
||||
@ -884,6 +1029,8 @@ namespace ImGui
|
||||
IMGUI_API ImGuiWindowSettings* FindWindowSettings(ImGuiID id);
|
||||
|
||||
IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window);
|
||||
IMGUI_API ImGuiID GetActiveID();
|
||||
IMGUI_API void SetFocusID(ImGuiID id, ImGuiWindow* window);
|
||||
IMGUI_API void ClearActiveID();
|
||||
IMGUI_API void SetHoveredID(ImGuiID id);
|
||||
IMGUI_API ImGuiID GetHoveredID();
|
||||
@ -891,7 +1038,7 @@ namespace ImGui
|
||||
|
||||
IMGUI_API void ItemSize(const ImVec2& size, float text_offset_y = 0.0f);
|
||||
IMGUI_API void ItemSize(const ImRect& bb, float text_offset_y = 0.0f);
|
||||
IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id);
|
||||
IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL);
|
||||
IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id);
|
||||
IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged);
|
||||
IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id, bool tab_stop = true); // Return true if focus is requested
|
||||
@ -911,6 +1058,11 @@ namespace ImGui
|
||||
IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags);
|
||||
IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip = true);
|
||||
|
||||
IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit);
|
||||
IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again.
|
||||
|
||||
IMGUI_API float GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode);
|
||||
IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f);
|
||||
IMGUI_API int CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate);
|
||||
|
||||
IMGUI_API void Scrollbar(ImGuiLayoutType direction);
|
||||
@ -937,6 +1089,7 @@ namespace ImGui
|
||||
IMGUI_API void RenderTriangle(ImVec2 pos, ImGuiDir dir, float scale = 1.0f);
|
||||
IMGUI_API void RenderBullet(ImVec2 pos);
|
||||
IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col, float sz);
|
||||
IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight
|
||||
IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding);
|
||||
IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text.
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user