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Merge branch 'master' into navigation
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commit
1c1e490316
25
imgui.cpp
25
imgui.cpp
@ -1971,7 +1971,7 @@ static void SetCurrentWindow(ImGuiWindow* window)
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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g.CurrentWindow = window;
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g.CurrentWindow = window;
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if (window)
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if (window)
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g.FontSize = window->CalcFontSize();
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g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
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}
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}
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static void SetNavID(ImGuiID id, int nav_layer)
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static void SetNavID(ImGuiID id, int nav_layer)
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@ -3254,8 +3254,9 @@ void ImGui::NewFrame()
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g.OsImePosRequest = ImVec2(1.0f, 1.0f); // OS Input Method Editor showing on top-left of our window by default
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g.OsImePosRequest = ImVec2(1.0f, 1.0f); // OS Input Method Editor showing on top-left of our window by default
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// If mouse was first clicked outside of ImGui bounds we also cancel out hovering.
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// If mouse was first clicked outside of ImGui bounds we also cancel out hovering.
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// FIXME: For patterns of drag and drop between "application" and "imgui" we may need to rework/remove this test (first committed 311c0ca9 on 2015/02)
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// FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02)
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if (!mouse_avail_to_imgui)
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bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0;
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if (!mouse_avail_to_imgui && !mouse_dragging_extern_payload)
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g.HoveredWindow = g.HoveredRootWindow = NULL;
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g.HoveredWindow = g.HoveredRootWindow = NULL;
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// Scale & Scrolling
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// Scale & Scrolling
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@ -6817,7 +6818,7 @@ void ImGui::SetWindowFontScale(float scale)
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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ImGuiWindow* window = GetCurrentWindow();
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window->FontWindowScale = scale;
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window->FontWindowScale = scale;
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g.FontSize = window->CalcFontSize();
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g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
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}
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}
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// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient.
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// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient.
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@ -12035,9 +12036,11 @@ static float OffsetNormToPixels(const ImGuiColumnsSet* columns, float offset_nor
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static float PixelsToOffsetNorm(const ImGuiColumnsSet* columns, float offset)
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static float PixelsToOffsetNorm(const ImGuiColumnsSet* columns, float offset)
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{
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{
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return (offset - columns->MinX) / (columns->MaxX - columns->MinX);
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return offset / (columns->MaxX - columns->MinX);
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}
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}
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static inline float GetColumnsRectHalfWidth() { return 4.0f; }
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static float GetDraggedColumnOffset(ImGuiColumnsSet* columns, int column_index)
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static float GetDraggedColumnOffset(ImGuiColumnsSet* columns, int column_index)
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{
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{
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// Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing
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// Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing
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@ -12047,7 +12050,7 @@ static float GetDraggedColumnOffset(ImGuiColumnsSet* columns, int column_index)
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IM_ASSERT(column_index > 0); // We cannot drag column 0. If you get this assert you may have a conflict between the ID of your columns and another widgets.
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IM_ASSERT(column_index > 0); // We cannot drag column 0. If you get this assert you may have a conflict between the ID of your columns and another widgets.
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IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index));
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IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index));
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float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x - window->Pos.x;
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float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + GetColumnsRectHalfWidth() - window->Pos.x;
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x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing);
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x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing);
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if ((columns->Flags & ImGuiColumnsFlags_NoPreserveWidths))
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if ((columns->Flags & ImGuiColumnsFlags_NoPreserveWidths))
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x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing);
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x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing);
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@ -12120,7 +12123,7 @@ void ImGui::SetColumnOffset(int column_index, float offset)
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if (!(columns->Flags & ImGuiColumnsFlags_NoForceWithinWindow))
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if (!(columns->Flags & ImGuiColumnsFlags_NoForceWithinWindow))
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offset = ImMin(offset, columns->MaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index));
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offset = ImMin(offset, columns->MaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index));
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columns->Columns[column_index].OffsetNorm = PixelsToOffsetNorm(columns, offset);
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columns->Columns[column_index].OffsetNorm = PixelsToOffsetNorm(columns, offset - columns->MinX);
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if (preserve_width)
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if (preserve_width)
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SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width));
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SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width));
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@ -12184,7 +12187,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag
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// Set state for first column
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// Set state for first column
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const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? (window->SizeContentsExplicit.x) : (window->Size.x -window->ScrollbarSizes.x);
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const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? (window->SizeContentsExplicit.x) : (window->Size.x -window->ScrollbarSizes.x);
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columns->MinX = window->DC.IndentX - g.Style.ItemSpacing.x; // Lock our horizontal range
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columns->MinX = window->DC.IndentX - g.Style.ItemSpacing.x; // Lock our horizontal range
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//column->ColumnsMaxX = content_region_width - window->Scroll.x -((window->Flags & ImGuiWindowFlags_NoScrollbar) ? 0 : g.Style.ScrollbarSize);// - window->WindowPadding().x;
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//column->MaxX = content_region_width - window->Scroll.x - ((window->Flags & ImGuiWindowFlags_NoScrollbar) ? 0 : g.Style.ScrollbarSize);// - window->WindowPadding().x;
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columns->MaxX = content_region_width - window->Scroll.x;
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columns->MaxX = content_region_width - window->Scroll.x;
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columns->StartPosY = window->DC.CursorPos.y;
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columns->StartPosY = window->DC.CursorPos.y;
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columns->StartMaxPosX = window->DC.CursorMaxPos.x;
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columns->StartMaxPosX = window->DC.CursorMaxPos.x;
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@ -12212,7 +12215,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag
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ImGuiColumnData* column = &columns->Columns[n];
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ImGuiColumnData* column = &columns->Columns[n];
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float t = column->OffsetNorm;
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float t = column->OffsetNorm;
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if (!(columns->Flags & ImGuiColumnsFlags_NoForceWithinWindow))
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if (!(columns->Flags & ImGuiColumnsFlags_NoForceWithinWindow))
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t = ImMin(t, PixelsToOffsetNorm(columns, columns->MaxX - g.Style.ColumnsMinSpacing * (columns->Count - n)));
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t = ImMin(t, PixelsToOffsetNorm(columns, (columns->MaxX - columns->MinX) - g.Style.ColumnsMinSpacing * (columns->Count - n)));
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column->OffsetNorm = t;
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column->OffsetNorm = t;
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if (n == columns_count)
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if (n == columns_count)
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@ -12257,7 +12260,7 @@ void ImGui::EndColumns()
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{
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{
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float x = window->Pos.x + GetColumnOffset(n);
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float x = window->Pos.x + GetColumnOffset(n);
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const ImGuiID column_id = columns->ID + ImGuiID(n);
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const ImGuiID column_id = columns->ID + ImGuiID(n);
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const float column_hw = 4.0f; // Half-width for interaction
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const float column_hw = GetColumnsRectHalfWidth(); // Half-width for interaction
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const ImRect column_rect(ImVec2(x - column_hw, y1), ImVec2(x + column_hw, y2));
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const ImRect column_rect(ImVec2(x - column_hw, y1), ImVec2(x + column_hw, y2));
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KeepAliveID(column_id);
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KeepAliveID(column_id);
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if (IsClippedEx(column_rect, column_id, false))
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if (IsClippedEx(column_rect, column_id, false))
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@ -12269,8 +12272,6 @@ void ImGui::EndColumns()
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ButtonBehavior(column_rect, column_id, &hovered, &held);
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ButtonBehavior(column_rect, column_id, &hovered, &held);
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if (hovered || held)
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if (hovered || held)
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g.MouseCursor = ImGuiMouseCursor_ResizeEW;
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g.MouseCursor = ImGuiMouseCursor_ResizeEW;
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if (held && g.ActiveIdIsJustActivated)
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g.ActiveIdClickOffset.x -= column_hw; // Store from center of column line (we used a 8 wide rect for columns clicking). This is used by GetDraggedColumnOffset().
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if (held && !(columns->Columns[n].Flags & ImGuiColumnsFlags_NoResize))
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if (held && !(columns->Columns[n].Flags & ImGuiColumnsFlags_NoResize))
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dragging_column = n;
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dragging_column = n;
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}
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}
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@ -1741,7 +1741,10 @@ void ImGui::ShowTestWindow(bool* p_open)
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if (ImGui::TreeNode("Keyboard, Mouse & Navigation State"))
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if (ImGui::TreeNode("Keyboard, Mouse & Navigation State"))
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{
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{
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if (ImGui::IsMousePosValid())
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ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
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ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
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else
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ImGui::Text("Mouse pos: <INVALID>");
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ImGui::Text("Mouse down:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (io.MouseDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
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ImGui::Text("Mouse down:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (io.MouseDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
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ImGui::Text("Mouse clicked:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
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ImGui::Text("Mouse clicked:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
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ImGui::Text("Mouse dbl-clicked:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDoubleClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
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ImGui::Text("Mouse dbl-clicked:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDoubleClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
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