Merge branch 'master' into navigation

# Conflicts:
#	imgui.cpp
#	imgui.h
This commit is contained in:
omar 2017-12-06 17:44:40 +01:00
commit 2fc6a82665
3 changed files with 31 additions and 22 deletions

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@ -77,6 +77,7 @@ Frameworks:
- Cinder: https://github.com/simongeilfus/Cinder-ImGui
- cocos2d-x: https://github.com/c0i/imguix https://github.com/ocornut/imgui/issues/551
- Flexium/SFML (FlexGUI): https://github.com/DXsmiley/FlexGUI
- GML/GameMakerStudio2 (ImGuiGML): https://marketplace.yoyogames.com/assets/6221/imguigml
- Irrlicht (IrrIMGUI): https://github.com/ZahlGraf/IrrIMGUI
- Ogre: https://bitbucket.org/LMCrashy/ogreimgui/src
- openFrameworks (ofxImGui): https://github.com/jvcleave/ofxImGui

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@ -4970,12 +4970,8 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl
window->Flags = flags;
g.WindowsById.SetVoidPtr(window->ID, window);
if (flags & ImGuiWindowFlags_NoSavedSettings)
{
// User can disable loading and saving of settings. Tooltip and child windows also don't store settings.
window->Size = window->SizeFull = size;
}
else
if (!(flags & ImGuiWindowFlags_NoSavedSettings))
{
// Retrieve settings from .ini file
// Use SetWindowPos() or SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
@ -4991,8 +4987,8 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl
if (ImLengthSqr(settings->Size) > 0.00001f)
size = settings->Size;
}
window->Size = window->SizeFull = size;
}
window->Size = window->SizeFull = window->SizeFullAtLastBegin = size;
if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
{
@ -5183,6 +5179,20 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
else
flags = window->Flags;
// Update the Appearing flag
bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFrames == 1);
if (flags & ImGuiWindowFlags_Popup)
{
ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.CurrentPopupStack.Size];
window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed
window_just_activated_by_user |= (window != popup_ref.Window);
}
window->Appearing = (window_just_activated_by_user || window_just_appearing_after_hidden_for_resize);
window->CloseButton = (p_open != NULL);
if (window->Appearing)
SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
// Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack
ImGuiWindow* parent_window = first_begin_of_the_frame ? (!g.CurrentWindowStack.empty() ? g.CurrentWindowStack.back() : NULL) : window->ParentWindow;
IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
@ -5191,27 +5201,18 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
g.CurrentWindowStack.push_back(window);
SetCurrentWindow(window);
CheckStacksSize(window, true);
bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
if (flags & ImGuiWindowFlags_Popup)
{
ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.CurrentPopupStack.Size];
window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed
window_just_activated_by_user |= (window != popup_ref.Window);
popup_ref.Window = window;
g.CurrentPopupStack.push_back(popup_ref);
window->PopupId = popup_ref.PopupId;
}
const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFrames == 1);
if (window_just_appearing_after_hidden_for_resize && !(flags & ImGuiWindowFlags_ChildWindow))
window->NavLastIds[0] = 0;
window->Appearing = (window_just_activated_by_user || window_just_appearing_after_hidden_for_resize);
window->CloseButton = (p_open != NULL);
// Process SetNextWindow***() calls
if (window->Appearing)
SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
bool window_pos_set_by_api = false, window_size_set_by_api = false;
if (g.SetNextWindowPosCond)
{
@ -5380,13 +5381,13 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// SCROLLBAR STATUS
// Update scrollbar status (based on the Size that was effective during last frame or the auto-resized Size). We need to do this before manual resize (below) is effective.
// Update scrollbar status (based on the Size that was effective during last frame or the auto-resized Size).
if (!window->Collapsed)
{
window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((window->SizeContents.y > window->SizeFull.y) && !(flags & ImGuiWindowFlags_NoScrollbar));
window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((window->SizeContents.x > window->SizeFull.x - (window->ScrollbarY ? style.ScrollbarSize : 0.0f) - window->WindowPadding.x) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((window->SizeContents.y > window->SizeFullAtLastBegin.y) && !(flags & ImGuiWindowFlags_NoScrollbar));
window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((window->SizeContents.x > window->SizeFullAtLastBegin.x - (window->ScrollbarY ? style.ScrollbarSize : 0.0f) - window->WindowPadding.x) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
if (window->ScrollbarX && !window->ScrollbarY)
window->ScrollbarY = (window->SizeContents.y > window->SizeFull.y + style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar);
window->ScrollbarY = (window->SizeContents.y > window->SizeFullAtLastBegin.y + style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar);
window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
}
@ -5520,11 +5521,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
ImRect resize_rect(corner, corner + grip.InnerDir * grip_hover_size);
resize_rect.FixInverted();
bool hovered, held;
ButtonBehavior(resize_rect, window->GetID((void*)resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChilds|ImGuiButtonFlags_NoNavFocus);
ButtonBehavior(resize_rect, window->GetID((void*)resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChilds);
if (hovered || held)
g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;
if (g.HoveredWindow == window && held && g.IO.MouseDoubleClicked[0])
if (g.HoveredWindow == window && held && g.IO.MouseDoubleClicked[0] && resize_grip_n == 0)
{
// Manual auto-fit when double-clicking
size_target = CalcSizeFullWithConstraint(window, size_auto_fit);
@ -5537,6 +5538,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + resize_rect.GetSize() * grip.CornerPos; // Corner of the window corresponding to our corner grip
CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPos, &pos_target, &size_target);
}
if (resize_grip_n == 0 || held || hovered)
resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
}
for (int border_n = 0; border_n < resize_border_count; border_n++)
@ -5582,6 +5584,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
}
}
}
PopID();
// Apply back modified position/size to window
if (size_target.x != FLT_MAX)
@ -5594,6 +5597,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->Pos = window->PosFloat = ImVec2((float)(int)pos_target.x, (float)(int)pos_target.y);
MarkIniSettingsDirty(window);
}
window->Size = window->SizeFull;
title_bar_rect = window->TitleBarRect();
}
@ -5648,6 +5652,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->DrawList->AddLine(title_bar_rect.GetBL()+ImVec2(1,-1), title_bar_rect.GetBR()+ImVec2(-1,-1), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
}
// Store a backup of SizeFull which we will use next frame to decide if we need scrollbars.
window->SizeFullAtLastBegin = window->SizeFull;
// Update ContentsRegionMax. All the variable it depends on are set above in this function.
window->ContentsRegionRect.Min.x = -window->Scroll.x + window->WindowPadding.x;
window->ContentsRegionRect.Min.y = -window->Scroll.y + window->WindowPadding.y + window->TitleBarHeight() + window->MenuBarHeight();

View File

@ -794,6 +794,7 @@ struct IMGUI_API ImGuiWindow
ImVec2 Pos; // Position rounded-up to nearest pixel
ImVec2 Size; // Current size (==SizeFull or collapsed title bar size)
ImVec2 SizeFull; // Size when non collapsed
ImVec2 SizeFullAtLastBegin; // Copy of SizeFull at the end of Begin. This is the reference value we'll use on the next frame to decide if we need scrollbars.
ImVec2 SizeContents; // Size of contents (== extents reach of the drawing cursor) from previous frame
ImVec2 SizeContentsExplicit; // Size of contents explicitly set by the user via SetNextWindowContentSize()
ImRect ContentsRegionRect; // Maximum visible content position in window coordinates. ~~ (SizeContentsExplicit ? SizeContentsExplicit : Size - ScrollbarSizes) - CursorStartPos, per axis