Merge branch 'master' into docking

# Conflicts:
#	imgui_demo.cpp
This commit is contained in:
omar 2019-04-11 15:53:38 +02:00
commit 328e4fa7e7
7 changed files with 141 additions and 44 deletions

3
examples/.gitignore vendored
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@ -31,9 +31,10 @@ xcuserdata
## Unix executables ## Unix executables
example_glfw_opengl2/example_glfw_opengl2 example_glfw_opengl2/example_glfw_opengl2
example_glfw_opengl3/example_glfw_opengl3 example_glfw_opengl3/example_glfw_opengl3
example_glut_opengl2/example_glut_opengl2
example_null/example_null
example_sdl_opengl2/example_sdl_opengl2 example_sdl_opengl2/example_sdl_opengl2
example_sdl_opengl3/example_sdl_opengl3 example_sdl_opengl3/example_sdl_opengl3
example_glut_opengl2/example_glut_opengl2
## Dear ImGui Ini files ## Dear ImGui Ini files
imgui.ini imgui.ini

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@ -0,0 +1,59 @@
#
# Cross Platform Makefile
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
#
EXE = example_null
SOURCES = main.cpp
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)
CXXFLAGS = -I../ -I../../
CXXFLAGS += -g -Wall -Wformat
LIBS =
##---------------------------------------------------------------------
## BUILD FLAGS PER PLATFORM
##---------------------------------------------------------------------
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(UNAME_S), Darwin) #APPLE
ECHO_MESSAGE = "Mac OS X"
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
ECHO_MESSAGE = "MinGW"
CFLAGS = $(CXXFLAGS)
endif
##---------------------------------------------------------------------
## BUILD RULES
##---------------------------------------------------------------------
%.o:%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../../%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../libs/gl3w/GL/%.c
# %.o:../libs/glad/src/%.c
$(CC) $(CFLAGS) -c -o $@ $<
all: $(EXE)
@echo Build complete for $(ECHO_MESSAGE)
$(EXE): $(OBJS)
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
clean:
rm -f $(EXE) $(OBJS)

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@ -1,4 +1,5 @@
// dear imgui: null/dummy example application (compile and link imgui with no inputs, no outputs) // dear imgui: null/dummy example application (compile and link imgui with NO INPUTS, NO OUTPUTS)
// This is useful to test building, but you cannot interact with anything here!
#include "imgui.h" #include "imgui.h"
#include <stdio.h> #include <stdio.h>
@ -13,7 +14,7 @@ int main(int, char**)
int tex_w, tex_h; int tex_w, tex_h;
io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_w, &tex_h); io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_w, &tex_h);
for (int n = 0; n < 50; n++) for (int n = 0; n < 20; n++)
{ {
printf("NewFrame() %d\n", n); printf("NewFrame() %d\n", n);
io.DisplaySize = ImVec2(1920, 1080); io.DisplaySize = ImVec2(1920, 1080);

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@ -4671,6 +4671,12 @@ bool ImGui::IsItemClicked(int mouse_button)
return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None); return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None);
} }
bool ImGui::IsItemToggledSelection()
{
ImGuiContext& g = *GImGui;
return (g.CurrentWindow->DC.LastItemStatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false;
}
bool ImGui::IsAnyItemHovered() bool ImGui::IsAnyItemHovered()
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
@ -8668,7 +8674,7 @@ static void ImGui::NavUpdateMoveResult()
{ {
// Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId) // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)
g.NavJustMovedToId = result->ID; g.NavJustMovedToId = result->ID;
g.NavJustMovedToSelectScopeId = result->SelectScopeId; g.NavJustMovedToMultiSelectScopeId = result->SelectScopeId;
} }
SetNavIDWithRectRel(result->ID, g.NavLayer, result->RectRel); SetNavIDWithRectRel(result->ID, g.NavLayer, result->RectRel);
g.NavMoveFromClampedRefRect = false; g.NavMoveFromClampedRefRect = false;

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@ -128,6 +128,7 @@ static void ShowExampleAppCustomRendering(bool* p_open);
static void ShowExampleMenuFile(); static void ShowExampleMenuFile();
// Helper to display a little (?) mark which shows a tooltip when hovered. // Helper to display a little (?) mark which shows a tooltip when hovered.
// In your own code you may want to display an actual icon if you are using a merged icon fonts (see misc/fonts/README.txt)
static void HelpMarker(const char* desc) static void HelpMarker(const char* desc)
{ {
ImGui::TextDisabled("(?)"); ImGui::TextDisabled("(?)");
@ -154,12 +155,13 @@ static void ShowDockingDisabledMessage()
// Helper to display basic user controls. // Helper to display basic user controls.
void ImGui::ShowUserGuide() void ImGui::ShowUserGuide()
{ {
ImGuiIO& io = ImGui::GetIO();
ImGui::BulletText("Double-click on title bar to collapse window."); ImGui::BulletText("Double-click on title bar to collapse window.");
ImGui::BulletText("Click and drag on lower right corner to resize window\n(double-click to auto fit window to its contents)."); ImGui::BulletText("Click and drag on lower right corner to resize window\n(double-click to auto fit window to its contents).");
ImGui::BulletText("Click and drag on any empty space to move window."); ImGui::BulletText("Click and drag on any empty space to move window.");
ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields."); ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields.");
ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text."); ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text.");
if (ImGui::GetIO().FontAllowUserScaling) if (io.FontAllowUserScaling)
ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents."); ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents.");
ImGui::BulletText("Mouse Wheel to scroll."); ImGui::BulletText("Mouse Wheel to scroll.");
ImGui::BulletText("While editing text:\n"); ImGui::BulletText("While editing text:\n");
@ -271,7 +273,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
//ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.65f); // Use 2/3 of the space for widgets and 1/3 for labels (default) //ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.65f); // Use 2/3 of the space for widgets and 1/3 for labels (default)
ImGui::PushItemWidth(ImGui::GetFontSize() * -12); // Use fixed width for labels (by passing a negative value), the rest goes to widgets. We choose a width proportional to our font size. ImGui::PushItemWidth(ImGui::GetFontSize() * -12); // Use fixed width for labels (by passing a negative value), the rest goes to widgets. We choose a width proportional to our font size.
// Menu // Menu Bar
if (ImGui::BeginMenuBar()) if (ImGui::BeginMenuBar())
{ {
if (ImGui::BeginMenu("Menu")) if (ImGui::BeginMenu("Menu"))
@ -392,7 +394,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
if (ImGui::TreeNode("Backend Flags")) if (ImGui::TreeNode("Backend Flags"))
{ {
HelpMarker("Those flags are set by the back-ends (imgui_impl_xxx files) to specify their capabilities."); HelpMarker("Those flags are set by the back-ends (imgui_impl_xxx files) to specify their capabilities.");
ImGuiBackendFlags backend_flags = io.BackendFlags; // Make a local copy to avoid modifying the back-end flags. ImGuiBackendFlags backend_flags = io.BackendFlags; // Make a local copy to avoid modifying actual back-end flags.
ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasGamepad); ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasGamepad);
ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasMouseCursors); ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasMouseCursors);
ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasSetMousePos); ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasSetMousePos);
@ -631,7 +633,7 @@ static void ShowDemoWindowWidgets()
if (ImGui::TreeNode("Advanced, with Selectable nodes")) if (ImGui::TreeNode("Advanced, with Selectable nodes"))
{ {
HelpMarker("This is a more standard looking tree with selectable nodes.\nClick to select, CTRL+Click to toggle, click on arrows or double-click to open."); HelpMarker("This is a more typical looking tree with selectable nodes.\nClick to select, CTRL+Click to toggle, click on arrows or double-click to open.");
static bool align_label_with_current_x_position = false; static bool align_label_with_current_x_position = false;
ImGui::Checkbox("Align label with current X position)", &align_label_with_current_x_position); ImGui::Checkbox("Align label with current X position)", &align_label_with_current_x_position);
ImGui::Text("Hello!"); ImGui::Text("Hello!");
@ -644,10 +646,12 @@ static void ShowDemoWindowWidgets()
for (int i = 0; i < 6; i++) for (int i = 0; i < 6; i++)
{ {
// Disable the default open on single-click behavior and pass in Selected flag according to our selection state. // Disable the default open on single-click behavior and pass in Selected flag according to our selection state.
ImGuiTreeNodeFlags node_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ((selection_mask & (1 << i)) ? ImGuiTreeNodeFlags_Selected : 0); ImGuiTreeNodeFlags node_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick;
if (selection_mask & (1 << i))
node_flags |= ImGuiTreeNodeFlags_Selected;
if (i < 3) if (i < 3)
{ {
// Node // Items 0..2 are Tree Node
bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i); bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i);
if (ImGui::IsItemClicked()) if (ImGui::IsItemClicked())
node_clicked = i; node_clicked = i;
@ -659,7 +663,9 @@ static void ShowDemoWindowWidgets()
} }
else else
{ {
// Leaf: The only reason we have a TreeNode at all is to allow selection of the leaf. Otherwise we can use BulletText() or TreeAdvanceToLabelPos()+Text(). // Items 3..5 are Tree Leaves
// The only reason we use TreeNode at all is to allow selection of the leaf.
// Otherwise we can use BulletText() or TreeAdvanceToLabelPos()+Text().
node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet
ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i); ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i);
if (ImGui::IsItemClicked()) if (ImGui::IsItemClicked())
@ -685,7 +691,7 @@ static void ShowDemoWindowWidgets()
if (ImGui::TreeNode("Collapsing Headers")) if (ImGui::TreeNode("Collapsing Headers"))
{ {
static bool closable_group = true; static bool closable_group = true;
ImGui::Checkbox("Enable extra group", &closable_group); ImGui::Checkbox("Show 2nd header", &closable_group);
if (ImGui::CollapsingHeader("Header")) if (ImGui::CollapsingHeader("Header"))
{ {
ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered());
@ -789,7 +795,7 @@ static void ShowDemoWindowWidgets()
ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h); ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h);
ImVec2 pos = ImGui::GetCursorScreenPos(); ImVec2 pos = ImGui::GetCursorScreenPos();
ImGui::Image(my_tex_id, ImVec2(my_tex_w, my_tex_h), ImVec2(0,0), ImVec2(1,1), ImColor(255,255,255,255), ImColor(255,255,255,128)); ImGui::Image(my_tex_id, ImVec2(my_tex_w, my_tex_h), ImVec2(0,0), ImVec2(1,1), ImVec4(1.0f,1.0f,1.0f,1.0f), ImVec4(1.0f,1.0f,1.0f,0.5f));
if (ImGui::IsItemHovered()) if (ImGui::IsItemHovered())
{ {
ImGui::BeginTooltip(); ImGui::BeginTooltip();
@ -801,7 +807,7 @@ static void ShowDemoWindowWidgets()
ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz); ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz);
ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h); ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h);
ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h); ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h);
ImGui::Image(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, ImColor(255,255,255,255), ImColor(255,255,255,128)); ImGui::Image(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, ImVec4(1.0f, 1.0f, 1.0f, 1.0f), ImVec4(1.0f, 1.0f, 1.0f, 0.5f));
ImGui::EndTooltip(); ImGui::EndTooltip();
} }
ImGui::TextWrapped("And now some textured buttons.."); ImGui::TextWrapped("And now some textured buttons..");
@ -810,7 +816,7 @@ static void ShowDemoWindowWidgets()
{ {
ImGui::PushID(i); ImGui::PushID(i);
int frame_padding = -1 + i; // -1 = uses default padding int frame_padding = -1 + i; // -1 = uses default padding
if (ImGui::ImageButton(my_tex_id, ImVec2(32,32), ImVec2(0,0), ImVec2(32.0f/my_tex_w,32/my_tex_h), frame_padding, ImColor(0,0,0,255))) if (ImGui::ImageButton(my_tex_id, ImVec2(32,32), ImVec2(0,0), ImVec2(32.0f/my_tex_w,32/my_tex_h), frame_padding, ImVec4(0.0f,0.0f,0.0f,1.0f)))
pressed_count += 1; pressed_count += 1;
ImGui::PopID(); ImGui::PopID();
ImGui::SameLine(); ImGui::SameLine();
@ -1041,7 +1047,8 @@ static void ShowDemoWindowWidgets()
return 0; return 0;
} }
// Tip: Because ImGui:: is a namespace you can add your own function into the namespace from your own source files. // Tip: Because ImGui:: is a namespace you would typicall add your own function into the namespace in your own source files.
// For example, you may add a function called ImGui::InputText(const char* label, MyString* my_str).
static bool MyInputTextMultiline(const char* label, ImVector<char>* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0) static bool MyInputTextMultiline(const char* label, ImVector<char>* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0)
{ {
IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0);
@ -2146,7 +2153,8 @@ static void ShowDemoWindowLayout()
ImGui::PopID(); ImGui::PopID();
} }
} }
float scroll_x = ImGui::GetScrollX(), scroll_max_x = ImGui::GetScrollMaxX(); float scroll_x = ImGui::GetScrollX();
float scroll_max_x = ImGui::GetScrollMaxX();
ImGui::EndChild(); ImGui::EndChild();
ImGui::PopStyleVar(2); ImGui::PopStyleVar(2);
float scroll_x_delta = 0.0f; float scroll_x_delta = 0.0f;
@ -3141,7 +3149,9 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
} }
if (ImGui::TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight)) if (ImGui::TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
{ {
ImGui::Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0, 0), ImVec2(1, 1), ImColor(255, 255, 255, 255), ImColor(255, 255, 255, 128)); ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f);
ImGui::Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0, 0), ImVec2(1, 1), tint_col, border_col);
ImGui::TreePop(); ImGui::TreePop();
} }
@ -3177,7 +3187,10 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() // [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar()
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Demonstrate creating a fullscreen menu bar and populating it. // Demonstrate creating a "main" fullscreen menu bar and populating it.
// Note the difference between BeginMainMenuBar() and BeginMenuBar():
// - BeginMenuBar() = menu-bar inside current window we Begin()-ed into (the window needs the ImGuiWindowFlags_MenuBar flag)
// - BeginMainMenuBar() = helper to create menu-bar-sized window at the top of the main viewport + call BeginMenuBar() into it.
static void ShowExampleAppMainMenuBar() static void ShowExampleAppMainMenuBar()
{ {
if (ImGui::BeginMainMenuBar()) if (ImGui::BeginMainMenuBar())
@ -3201,6 +3214,7 @@ static void ShowExampleAppMainMenuBar()
} }
} }
// Note that shortcuts are currently provided for display only (future version will add flags to BeginMenu to process shortcuts)
static void ShowExampleMenuFile() static void ShowExampleMenuFile()
{ {
ImGui::MenuItem("(dummy menu)", NULL, false, false); ImGui::MenuItem("(dummy menu)", NULL, false, false);
@ -3734,7 +3748,7 @@ static void ShowExampleAppLog(bool* p_open)
static ExampleAppLog log; static ExampleAppLog log;
// For the demo: add a debug button _BEFORE_ the normal log window contents // For the demo: add a debug button _BEFORE_ the normal log window contents
// We take advantage of the fact that multiple calls to Begin()/End() are appending to the same window. // We take advantage of a rarely used feature: multiple calls to Begin()/End() are appending to the _same_ window.
// Most of the contents of the window will be added by the log.Draw() call. // Most of the contents of the window will be added by the log.Draw() call.
ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver);
ImGui::Begin("Example: Log", p_open); ImGui::Begin("Example: Log", p_open);
@ -3752,6 +3766,7 @@ static void ShowExampleAppLog(bool* p_open)
} }
ImGui::End(); ImGui::End();
// Actually call in the regular Log helper (which will Begin() into the same window as we just did)
log.Draw("Example: Log", p_open); log.Draw("Example: Log", p_open);
} }
@ -4040,7 +4055,7 @@ static void ShowExampleAppSimpleOverlay(bool* p_open)
ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot); ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot);
ImGui::SetNextWindowViewport(viewport->ID); ImGui::SetNextWindowViewport(viewport->ID);
} }
ImGui::SetNextWindowBgAlpha(0.3f); // Transparent background ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background
if (ImGui::Begin("Example: Simple overlay", p_open, (corner != -1 ? ImGuiWindowFlags_NoMove : 0) | ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav)) if (ImGui::Begin("Example: Simple overlay", p_open, (corner != -1 ? ImGuiWindowFlags_NoMove : 0) | ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav))
{ {
ImGui::Text("Simple overlay\n" "in the corner of the screen.\n" "(right-click to change position)"); ImGui::Text("Simple overlay\n" "in the corner of the screen.\n" "(right-click to change position)");
@ -4220,7 +4235,7 @@ static void ShowExampleAppCustomRendering(bool* p_open)
ImVec2 window_size = ImGui::GetWindowSize(); ImVec2 window_size = ImGui::GetWindowSize();
ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f); ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f);
if (draw_bg) if (draw_bg)
ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 32, 10); ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 32, 10+4);
if (draw_fg) if (draw_fg)
ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 32, 10); ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 32, 10);
ImGui::EndTabItem(); ImGui::EndTabItem();

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@ -320,7 +320,8 @@ enum ImGuiButtonFlags_
ImGuiButtonFlags_NoKeyModifiers = 1 << 10, // disable interaction if a key modifier is held 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_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 ImGuiButtonFlags_NoNavFocus = 1 << 13, // don't override navigation focus when activated
ImGuiButtonFlags_NoHoveredOnNav = 1 << 14 // don't report as hovered when navigated on
}; };
enum ImGuiSliderFlags_ enum ImGuiSliderFlags_
@ -382,7 +383,8 @@ enum ImGuiItemStatusFlags_
ImGuiItemStatusFlags_None = 0, ImGuiItemStatusFlags_None = 0,
ImGuiItemStatusFlags_HoveredRect = 1 << 0, ImGuiItemStatusFlags_HoveredRect = 1 << 0,
ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, ImGuiItemStatusFlags_HasDisplayRect = 1 << 1,
ImGuiItemStatusFlags_Edited = 1 << 2 // Value exposed by item was edited in the current frame (should match the bool return value of most widgets) ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets)
ImGuiItemStatusFlags_ToggledSelection = 1 << 3 // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected" because reporting the change allows us to handle clipping with less issues.
#ifdef IMGUI_ENABLE_TEST_ENGINE #ifdef IMGUI_ENABLE_TEST_ENGINE
, // [imgui-test only] , // [imgui-test only]
@ -1008,7 +1010,7 @@ struct ImGuiContext
ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0 ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0
ImGuiID NavJustTabbedId; // Just tabbed to this id. ImGuiID NavJustTabbedId; // Just tabbed to this id.
ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest). ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest).
ImGuiID NavJustMovedToSelectScopeId; // Just navigated to this select scope id (result of a successfully MoveRequest). ImGuiID NavJustMovedToMultiSelectScopeId; // Just navigated to this select scope id (result of a successfully MoveRequest).
ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame. ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame.
ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard. ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.
ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring. ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
@ -1180,7 +1182,7 @@ struct ImGuiContext
NavWindow = NULL; NavWindow = NULL;
NavId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0; NavId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0;
NavJustTabbedId = NavJustMovedToId = NavJustMovedToSelectScopeId = NavNextActivateId = 0; NavJustTabbedId = NavJustMovedToId = NavJustMovedToMultiSelectScopeId = NavNextActivateId = 0;
NavInputSource = ImGuiInputSource_None; NavInputSource = ImGuiInputSource_None;
NavScoringRectScreen = ImRect(); NavScoringRectScreen = ImRect();
NavScoringCount = 0; NavScoringCount = 0;
@ -1628,6 +1630,7 @@ namespace ImGui
IMGUI_API void PushMultiItemsWidths(int components, float width_full = 0.0f); IMGUI_API void PushMultiItemsWidths(int components, float width_full = 0.0f);
IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled);
IMGUI_API void PopItemFlag(); IMGUI_API void PopItemFlag();
IMGUI_API bool IsItemToggledSelection(); // was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly)
// Logging/Capture // Logging/Capture
IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name. IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name.

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@ -495,6 +495,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
// Gamepad/Keyboard navigation // Gamepad/Keyboard navigation
// We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse. // We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse.
if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId)) if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId))
if (!(flags & ImGuiButtonFlags_NoHoveredOnNav))
hovered = true; hovered = true;
if (g.NavActivateDownId == id) if (g.NavActivateDownId == id)
@ -5083,6 +5084,8 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0; bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0;
const bool was_selected = selected;
bool hovered, held; bool hovered, held;
bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags); bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags);
bool toggled = false; bool toggled = false;
@ -5119,6 +5122,10 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
if (flags & ImGuiTreeNodeFlags_AllowItemOverlap) if (flags & ImGuiTreeNodeFlags_AllowItemOverlap)
SetItemAllowOverlap(); SetItemAllowOverlap();
// In this branch, TreeNodeBehavior() cannot toggle the selection so this will never trigger.
if (selected != was_selected)
window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection;
// Render // Render
const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
const ImVec2 text_pos = frame_bb.Min + ImVec2(text_offset_x, text_base_offset_y); const ImVec2 text_pos = frame_bb.Min + ImVec2(text_offset_x, text_base_offset_y);
@ -5306,15 +5313,15 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_DrawFillAvailWidth)) if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_DrawFillAvailWidth))
bb.Max.x += window_padding.x; bb.Max.x += window_padding.x;
// Selectables are tightly packed together, we extend the box to cover spacing between selectable. // Selectables are tightly packed together so we extend the box to cover spacing between selectable.
float spacing_L = (float)(int)(style.ItemSpacing.x * 0.5f); const float spacing_x = style.ItemSpacing.x;
float spacing_U = (float)(int)(style.ItemSpacing.y * 0.5f); const float spacing_y = style.ItemSpacing.y;
float spacing_R = style.ItemSpacing.x - spacing_L; const float spacing_L = (float)(int)(spacing_x * 0.50f);
float spacing_D = style.ItemSpacing.y - spacing_U; const float spacing_U = (float)(int)(spacing_y * 0.50f);
bb.Min.x -= spacing_L; bb.Min.x -= spacing_L;
bb.Min.y -= spacing_U; bb.Min.y -= spacing_U;
bb.Max.x += spacing_R; bb.Max.x += (spacing_x - spacing_L);
bb.Max.y += spacing_D; bb.Max.y += (spacing_y - spacing_U);
bool item_add; bool item_add;
if (flags & ImGuiSelectableFlags_Disabled) if (flags & ImGuiSelectableFlags_Disabled)
@ -5347,6 +5354,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
if (flags & ImGuiSelectableFlags_Disabled) if (flags & ImGuiSelectableFlags_Disabled)
selected = false; selected = false;
const bool was_selected = selected;
bool hovered, held; bool hovered, held;
bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
// Hovering selectable with mouse updates NavId accordingly so navigation can be resumed with gamepad/keyboard (this doesn't happen on most widgets) // Hovering selectable with mouse updates NavId accordingly so navigation can be resumed with gamepad/keyboard (this doesn't happen on most widgets)
@ -5362,6 +5370,10 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
if (flags & ImGuiSelectableFlags_AllowItemOverlap) if (flags & ImGuiSelectableFlags_AllowItemOverlap)
SetItemAllowOverlap(); SetItemAllowOverlap();
// In this branch, Selectable() cannot toggle the selection so this will never trigger.
if (selected != was_selected)
window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection;
// Render // Render
if (hovered || selected) if (hovered || selected)
{ {