mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-15 09:13:13 +02:00
Merge branch 'master' into docking
# Conflicts: # examples/imgui_impl_dx12.cpp # imgui.cpp # imgui.h # imgui_widgets.cpp
This commit is contained in:
@ -213,7 +213,7 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags)
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text_size.y = (pos - text_pos).y;
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ImRect bb(text_pos, text_pos + text_size);
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ItemSize(text_size);
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ItemSize(text_size, 0.0f);
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ItemAdd(bb, 0);
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}
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else
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@ -222,7 +222,7 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags)
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const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width);
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ImRect bb(text_pos, text_pos + text_size);
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ItemSize(text_size);
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ItemSize(text_size, 0.0f);
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if (!ItemAdd(bb, 0))
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return;
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@ -359,17 +359,18 @@ void ImGui::BulletTextV(const char* fmt, va_list args)
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const char* text_begin = g.TempBuffer;
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const char* text_end = text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
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const ImVec2 label_size = CalcTextSize(text_begin, text_end, false);
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const float text_base_offset_y = ImMax(0.0f, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it
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const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y*2), g.FontSize);
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const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x*2) : 0.0f), ImMax(line_height, label_size.y))); // Empty text doesn't add padding
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ItemSize(bb);
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const ImVec2 total_size = ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x * 2) : 0.0f), label_size.y); // Empty text doesn't add padding
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ImVec2 pos = window->DC.CursorPos;
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pos.y += window->DC.CurrLineTextBaseOffset;
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ItemSize(total_size, 0.0f);
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const ImRect bb(pos, pos + total_size);
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if (!ItemAdd(bb, 0))
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return;
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// Render
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ImU32 text_col = GetColorU32(ImGuiCol_Text);
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RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f), text_col);
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RenderText(bb.Min+ImVec2(g.FontSize + style.FramePadding.x*2, text_base_offset_y), text_begin, text_end, false);
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RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, g.FontSize*0.5f), text_col);
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RenderText(bb.Min + ImVec2(g.FontSize + style.FramePadding.x * 2, 0.0f), text_begin, text_end, false);
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}
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//-------------------------------------------------------------------------
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@ -691,7 +692,7 @@ bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiBu
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const ImGuiID id = window->GetID(str_id);
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const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
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const float default_size = GetFrameHeight();
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ItemSize(size, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f);
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ItemSize(size, (size.y >= default_size) ? g.Style.FramePadding.y : -1.0f);
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if (!ItemAdd(bb, id))
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return false;
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@ -4794,7 +4795,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
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draw_list->PrimVtx(trb, uv_white, hue_color32);
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draw_list->PrimVtx(trc, uv_white, col_white);
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draw_list->PrimVtx(tra, uv_white, 0);
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draw_list->PrimVtx(trb, uv_white, col_white);
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draw_list->PrimVtx(trb, uv_white, col_black);
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draw_list->PrimVtx(trc, uv_white, 0);
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draw_list->AddTriangle(tra, trb, trc, col_midgrey, 1.5f);
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sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V));
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@ -5221,7 +5222,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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ImGuiContext& g = *GImGui;
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const ImGuiStyle& style = g.Style;
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const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0;
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const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, 0.0f);
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const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, ImMin(window->DC.CurrLineTextBaseOffset, style.FramePadding.y));
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if (!label_end)
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label_end = FindRenderedTextEnd(label);
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@ -5246,7 +5247,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it
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const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x*2 : 0.0f); // Include collapser
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ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y);
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ItemSize(ImVec2(text_width, frame_height), text_offset_y);
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ItemSize(ImVec2(text_width, frame_height), padding.y);
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// For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing
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ImRect interact_bb = frame_bb;
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@ -5517,7 +5518,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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ImVec2 pos = window->DC.CursorPos;
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pos.y += window->DC.CurrLineTextBaseOffset;
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ImRect bb_inner(pos, pos + size);
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ItemSize(size);
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ItemSize(size, 0.0f);
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// Fill horizontal space.
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ImVec2 window_padding = window->WindowPadding;
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@ -5953,10 +5954,10 @@ void ImGui::Value(const char* prefix, float v, const char* float_format)
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// [SECTION] MenuItem, BeginMenu, EndMenu, etc.
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//-------------------------------------------------------------------------
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// - ImGuiMenuColumns [Internal]
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// - BeginMainMenuBar()
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// - EndMainMenuBar()
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// - BeginMenuBar()
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// - EndMenuBar()
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// - BeginMainMenuBar()
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// - EndMainMenuBar()
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// - BeginMenu()
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// - EndMenu()
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// - MenuItem()
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@ -6004,42 +6005,6 @@ float ImGuiMenuColumns::CalcExtraSpace(float avail_w)
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return ImMax(0.0f, avail_w - Width);
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}
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// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set.
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bool ImGui::BeginMainMenuBar()
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{
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ImGuiContext& g = *GImGui;
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ImGuiViewport* viewport = g.Viewports[0];
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g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f));
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SetNextWindowPos(viewport->Pos);
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SetNextWindowSize(ImVec2(viewport->Size.x, g.NextWindowData.MenuBarOffsetMinVal.y + g.FontBaseSize + g.Style.FramePadding.y));
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SetNextWindowViewport(viewport->ID); // Enforce viewport so we don't create our onw viewport when ImGuiConfigFlags_ViewportsNoMerge is set.
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PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
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PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0,0));
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ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar;
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bool is_open = Begin("##MainMenuBar", NULL, window_flags) && BeginMenuBar();
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PopStyleVar(2);
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g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f);
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if (!is_open)
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{
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End();
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return false;
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}
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return true; //-V1020
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}
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void ImGui::EndMainMenuBar()
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{
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EndMenuBar();
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// When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window
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// FIXME: With this strategy we won't be able to restore a NULL focus.
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ImGuiContext& g = *GImGui;
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if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0 && !g.NavAnyRequest)
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FocusTopMostWindowUnderOne(g.NavWindow, NULL);
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End();
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}
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// FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere..
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// Currently the main responsibility of this function being to setup clip-rect + horizontal layout + menu navigation layer.
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// Ideally we also want this to be responsible for claiming space out of the main window scrolling rectangle, in which case ImGuiWindowFlags_MenuBar will become unnecessary.
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@ -6113,6 +6078,42 @@ void ImGui::EndMenuBar()
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window->DC.MenuBarAppending = false;
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}
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// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set.
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bool ImGui::BeginMainMenuBar()
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{
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ImGuiContext& g = *GImGui;
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ImGuiViewport* viewport = g.Viewports[0];
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g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f));
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SetNextWindowPos(viewport->Pos);
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SetNextWindowSize(ImVec2(viewport->Size.x, g.NextWindowData.MenuBarOffsetMinVal.y + g.FontBaseSize + g.Style.FramePadding.y));
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SetNextWindowViewport(viewport->ID); // Enforce viewport so we don't create our onw viewport when ImGuiConfigFlags_ViewportsNoMerge is set.
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PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
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PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0));
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ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar;
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bool is_open = Begin("##MainMenuBar", NULL, window_flags) && BeginMenuBar();
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PopStyleVar(2);
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g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f);
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if (!is_open)
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{
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End();
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return false;
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}
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return true; //-V1020
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}
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void ImGui::EndMainMenuBar()
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{
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EndMenuBar();
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// When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window
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// FIXME: With this strategy we won't be able to restore a NULL focus.
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ImGuiContext& g = *GImGui;
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if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0 && !g.NavAnyRequest)
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FocusTopMostWindowUnderOne(g.NavWindow, NULL);
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End();
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}
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bool ImGui::BeginMenu(const char* label, bool enabled)
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{
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ImGuiWindow* window = GetCurrentWindow();
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@ -6450,7 +6451,7 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG
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tab_bar->FramePadding = g.Style.FramePadding;
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// Layout
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ItemSize(ImVec2(tab_bar->OffsetMaxIdeal, tab_bar->BarRect.GetHeight()));
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ItemSize(ImVec2(tab_bar->OffsetMaxIdeal, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y);
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window->DC.CursorPos.x = tab_bar->BarRect.Min.x;
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// Draw separator
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