mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-06 04:58:47 +02:00
Merge branch 'master' into docking
# Conflicts: # imgui.cpp # imgui_internal.h
This commit is contained in:
113
imgui.cpp
113
imgui.cpp
@ -391,6 +391,7 @@ CODE
|
||||
- if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f.
|
||||
see https://github.com/ocornut/imgui/issues/3361 for all details.
|
||||
kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version were removed directly as they were most unlikely ever used.
|
||||
for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
|
||||
- obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime.
|
||||
- 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems.
|
||||
- 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete).
|
||||
@ -6156,7 +6157,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
|
||||
|
||||
const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0);
|
||||
if (window_pos_with_pivot)
|
||||
SetWindowPos(window, window->SetWindowPosVal - window->SizeFull * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering)
|
||||
SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering)
|
||||
else if ((flags & ImGuiWindowFlags_ChildMenu) != 0)
|
||||
window->Pos = FindBestWindowPosForPopup(window);
|
||||
else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize)
|
||||
@ -7991,10 +7992,11 @@ float ImGui::GetWindowContentRegionWidth()
|
||||
}
|
||||
|
||||
// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
|
||||
// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated.
|
||||
void ImGui::BeginGroup()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
|
||||
window->DC.GroupStack.resize(window->DC.GroupStack.Size + 1);
|
||||
ImGuiGroupData& group_data = window->DC.GroupStack.back();
|
||||
@ -8019,8 +8021,8 @@ void ImGui::BeginGroup()
|
||||
void ImGui::EndGroup()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
IM_ASSERT(!window->DC.GroupStack.empty()); // Mismatched BeginGroup()/EndGroup() calls
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
IM_ASSERT(window->DC.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls
|
||||
|
||||
ImGuiGroupData& group_data = window->DC.GroupStack.back();
|
||||
|
||||
@ -8048,9 +8050,9 @@ void ImGui::EndGroup()
|
||||
// If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group.
|
||||
// It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets.
|
||||
// Also if you grep for LastItemId you'll notice it is only used in that context.
|
||||
// (The tests not symmetrical because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.)
|
||||
// (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.)
|
||||
const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId;
|
||||
const bool group_contains_prev_active_id = !group_data.BackupActiveIdPreviousFrameIsAlive && g.ActiveIdPreviousFrameIsAlive;
|
||||
const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true);
|
||||
if (group_contains_curr_active_id)
|
||||
window->DC.LastItemId = g.ActiveId;
|
||||
else if (group_contains_prev_active_id)
|
||||
@ -9258,7 +9260,9 @@ ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInput
|
||||
static void ImGui::NavUpdate()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
g.IO.WantSetMousePos = false;
|
||||
ImGuiIO& io = g.IO;
|
||||
|
||||
io.WantSetMousePos = false;
|
||||
g.NavWrapRequestWindow = NULL;
|
||||
g.NavWrapRequestFlags = ImGuiNavMoveFlags_None;
|
||||
#if 0
|
||||
@ -9267,16 +9271,19 @@ static void ImGui::NavUpdate()
|
||||
|
||||
// Set input source as Gamepad when buttons are pressed (as some features differs when used with Gamepad vs Keyboard)
|
||||
// (do it before we map Keyboard input!)
|
||||
bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
|
||||
bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
|
||||
if (nav_gamepad_active)
|
||||
if (g.IO.NavInputs[ImGuiNavInput_Activate] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Input] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Cancel] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Menu] > 0.0f)
|
||||
bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
|
||||
bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
|
||||
if (nav_gamepad_active && g.NavInputSource != ImGuiInputSource_NavGamepad)
|
||||
{
|
||||
if (io.NavInputs[ImGuiNavInput_Activate] > 0.0f || io.NavInputs[ImGuiNavInput_Input] > 0.0f || io.NavInputs[ImGuiNavInput_Cancel] > 0.0f || io.NavInputs[ImGuiNavInput_Menu] > 0.0f
|
||||
|| io.NavInputs[ImGuiNavInput_DpadLeft] > 0.0f || io.NavInputs[ImGuiNavInput_DpadRight] > 0.0f || io.NavInputs[ImGuiNavInput_DpadUp] > 0.0f || io.NavInputs[ImGuiNavInput_DpadDown] > 0.0f)
|
||||
g.NavInputSource = ImGuiInputSource_NavGamepad;
|
||||
}
|
||||
|
||||
// Update Keyboard->Nav inputs mapping
|
||||
if (nav_keyboard_active)
|
||||
{
|
||||
#define NAV_MAP_KEY(_KEY, _NAV_INPUT) do { if (IsKeyDown(g.IO.KeyMap[_KEY])) { g.IO.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; } } while (0)
|
||||
#define NAV_MAP_KEY(_KEY, _NAV_INPUT) do { if (IsKeyDown(io.KeyMap[_KEY])) { io.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; } } while (0)
|
||||
NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate );
|
||||
NAV_MAP_KEY(ImGuiKey_Enter, ImGuiNavInput_Input );
|
||||
NAV_MAP_KEY(ImGuiKey_Escape, ImGuiNavInput_Cancel );
|
||||
@ -9284,17 +9291,17 @@ static void ImGui::NavUpdate()
|
||||
NAV_MAP_KEY(ImGuiKey_RightArrow,ImGuiNavInput_KeyRight_);
|
||||
NAV_MAP_KEY(ImGuiKey_UpArrow, ImGuiNavInput_KeyUp_ );
|
||||
NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ );
|
||||
if (g.IO.KeyCtrl)
|
||||
g.IO.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f;
|
||||
if (g.IO.KeyShift)
|
||||
g.IO.NavInputs[ImGuiNavInput_TweakFast] = 1.0f;
|
||||
if (g.IO.KeyAlt && !g.IO.KeyCtrl) // AltGR is Alt+Ctrl, also even on keyboards without AltGR we don't want Alt+Ctrl to open menu.
|
||||
g.IO.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f;
|
||||
if (io.KeyCtrl)
|
||||
io.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f;
|
||||
if (io.KeyShift)
|
||||
io.NavInputs[ImGuiNavInput_TweakFast] = 1.0f;
|
||||
if (io.KeyAlt && !io.KeyCtrl) // AltGR is Alt+Ctrl, also even on keyboards without AltGR we don't want Alt+Ctrl to open menu.
|
||||
io.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f;
|
||||
#undef NAV_MAP_KEY
|
||||
}
|
||||
memcpy(g.IO.NavInputsDownDurationPrev, g.IO.NavInputsDownDuration, sizeof(g.IO.NavInputsDownDuration));
|
||||
for (int i = 0; i < IM_ARRAYSIZE(g.IO.NavInputs); i++)
|
||||
g.IO.NavInputsDownDuration[i] = (g.IO.NavInputs[i] > 0.0f) ? (g.IO.NavInputsDownDuration[i] < 0.0f ? 0.0f : g.IO.NavInputsDownDuration[i] + g.IO.DeltaTime) : -1.0f;
|
||||
memcpy(io.NavInputsDownDurationPrev, io.NavInputsDownDuration, sizeof(io.NavInputsDownDuration));
|
||||
for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++)
|
||||
io.NavInputsDownDuration[i] = (io.NavInputs[i] > 0.0f) ? (io.NavInputsDownDuration[i] < 0.0f ? 0.0f : io.NavInputsDownDuration[i] + io.DeltaTime) : -1.0f;
|
||||
|
||||
// Process navigation init request (select first/default focus)
|
||||
// In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void)
|
||||
@ -9330,12 +9337,12 @@ static void ImGui::NavUpdate()
|
||||
if (g.NavMousePosDirty && g.NavIdIsAlive)
|
||||
{
|
||||
// Set mouse position given our knowledge of the navigated item position from last frame
|
||||
if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (g.IO.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
|
||||
{
|
||||
if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
|
||||
{
|
||||
g.IO.MousePos = g.IO.MousePosPrev = NavCalcPreferredRefPos();
|
||||
g.IO.WantSetMousePos = true;
|
||||
io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos();
|
||||
io.WantSetMousePos = true;
|
||||
}
|
||||
}
|
||||
g.NavMousePosDirty = false;
|
||||
@ -9354,8 +9361,8 @@ static void ImGui::NavUpdate()
|
||||
NavUpdateWindowing();
|
||||
|
||||
// Set output flags for user application
|
||||
g.IO.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
|
||||
g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL);
|
||||
io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
|
||||
io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL);
|
||||
|
||||
// Process NavCancel input (to close a popup, get back to parent, clear focus)
|
||||
if (IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed))
|
||||
@ -9458,7 +9465,7 @@ static void ImGui::NavUpdate()
|
||||
if (g.NavMoveDir != ImGuiDir_None)
|
||||
{
|
||||
g.NavMoveRequest = true;
|
||||
g.NavMoveRequestKeyMods = g.IO.KeyMods;
|
||||
g.NavMoveRequestKeyMods = io.KeyMods;
|
||||
g.NavMoveDirLast = g.NavMoveDir;
|
||||
}
|
||||
if (g.NavMoveRequest && g.NavId == 0)
|
||||
@ -9476,7 +9483,7 @@ static void ImGui::NavUpdate()
|
||||
{
|
||||
// *Fallback* manual-scroll with Nav directional keys when window has no navigable item
|
||||
ImGuiWindow* window = g.NavWindow;
|
||||
const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * g.IO.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
|
||||
const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
|
||||
if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest)
|
||||
{
|
||||
if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right)
|
||||
@ -9489,15 +9496,9 @@ static void ImGui::NavUpdate()
|
||||
// Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
|
||||
ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f / 10.0f, 10.0f);
|
||||
if (scroll_dir.x != 0.0f && window->ScrollbarX)
|
||||
{
|
||||
SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed));
|
||||
g.NavMoveFromClampedRefRect = true;
|
||||
}
|
||||
if (scroll_dir.y != 0.0f)
|
||||
{
|
||||
SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed));
|
||||
g.NavMoveFromClampedRefRect = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Reset search results
|
||||
@ -9505,8 +9506,10 @@ static void ImGui::NavUpdate()
|
||||
g.NavMoveResultLocalVisibleSet.Clear();
|
||||
g.NavMoveResultOther.Clear();
|
||||
|
||||
// When we have manually scrolled (without using navigation) and NavId becomes out of bounds, we project its bounding box to the visible area to restart navigation within visible items
|
||||
if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == ImGuiNavLayer_Main)
|
||||
// When using gamepad, we project the reference nav bounding box into window visible area.
|
||||
// This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, since with gamepad every movements are relative
|
||||
// (can't focus a visible object like we can with the mouse).
|
||||
if (g.NavMoveRequest && g.NavInputSource == ImGuiInputSource_NavGamepad && g.NavLayer == ImGuiNavLayer_Main)
|
||||
{
|
||||
ImGuiWindow* window = g.NavWindow;
|
||||
ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1, 1), window->InnerRect.Max - window->Pos + ImVec2(1, 1));
|
||||
@ -9514,10 +9517,9 @@ static void ImGui::NavUpdate()
|
||||
{
|
||||
float pad = window->CalcFontSize() * 0.5f;
|
||||
window_rect_rel.Expand(ImVec2(-ImMin(window_rect_rel.GetWidth(), pad), -ImMin(window_rect_rel.GetHeight(), pad))); // Terrible approximation for the intent of starting navigation from first fully visible item
|
||||
window->NavRectRel[g.NavLayer].ClipWith(window_rect_rel);
|
||||
window->NavRectRel[g.NavLayer].ClipWithFull(window_rect_rel);
|
||||
g.NavId = g.NavFocusScopeId = 0;
|
||||
}
|
||||
g.NavMoveFromClampedRefRect = false;
|
||||
}
|
||||
|
||||
// For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
|
||||
@ -9599,31 +9601,32 @@ static void ImGui::NavUpdateMoveResult()
|
||||
g.NavJustMovedToKeyMods = g.NavMoveRequestKeyMods;
|
||||
}
|
||||
SetNavIDWithRectRel(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
|
||||
g.NavMoveFromClampedRefRect = false;
|
||||
}
|
||||
|
||||
// Handle PageUp/PageDown/Home/End keys
|
||||
static float ImGui::NavUpdatePageUpPageDown()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiIO& io = g.IO;
|
||||
|
||||
if (g.NavMoveDir != ImGuiDir_None || g.NavWindow == NULL)
|
||||
return 0.0f;
|
||||
if ((g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL || g.NavLayer != ImGuiNavLayer_Main)
|
||||
return 0.0f;
|
||||
|
||||
ImGuiWindow* window = g.NavWindow;
|
||||
const bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && !IsActiveIdUsingKey(ImGuiKey_PageUp);
|
||||
const bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && !IsActiveIdUsingKey(ImGuiKey_PageDown);
|
||||
const bool home_pressed = IsKeyPressed(g.IO.KeyMap[ImGuiKey_Home]) && !IsActiveIdUsingKey(ImGuiKey_Home);
|
||||
const bool end_pressed = IsKeyPressed(g.IO.KeyMap[ImGuiKey_End]) && !IsActiveIdUsingKey(ImGuiKey_End);
|
||||
const bool page_up_held = IsKeyDown(io.KeyMap[ImGuiKey_PageUp]) && !IsActiveIdUsingKey(ImGuiKey_PageUp);
|
||||
const bool page_down_held = IsKeyDown(io.KeyMap[ImGuiKey_PageDown]) && !IsActiveIdUsingKey(ImGuiKey_PageDown);
|
||||
const bool home_pressed = IsKeyPressed(io.KeyMap[ImGuiKey_Home]) && !IsActiveIdUsingKey(ImGuiKey_Home);
|
||||
const bool end_pressed = IsKeyPressed(io.KeyMap[ImGuiKey_End]) && !IsActiveIdUsingKey(ImGuiKey_End);
|
||||
if (page_up_held != page_down_held || home_pressed != end_pressed) // If either (not both) are pressed
|
||||
{
|
||||
if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll)
|
||||
{
|
||||
// Fallback manual-scroll when window has no navigable item
|
||||
if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true))
|
||||
if (IsKeyPressed(io.KeyMap[ImGuiKey_PageUp], true))
|
||||
SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());
|
||||
else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true))
|
||||
else if (IsKeyPressed(io.KeyMap[ImGuiKey_PageDown], true))
|
||||
SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());
|
||||
else if (home_pressed)
|
||||
SetScrollY(window, 0.0f);
|
||||
@ -9635,14 +9638,14 @@ static float ImGui::NavUpdatePageUpPageDown()
|
||||
ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
|
||||
const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
|
||||
float nav_scoring_rect_offset_y = 0.0f;
|
||||
if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true))
|
||||
if (IsKeyPressed(io.KeyMap[ImGuiKey_PageUp], true))
|
||||
{
|
||||
nav_scoring_rect_offset_y = -page_offset_y;
|
||||
g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item)
|
||||
g.NavMoveClipDir = ImGuiDir_Up;
|
||||
g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
|
||||
}
|
||||
else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true))
|
||||
else if (IsKeyPressed(io.KeyMap[ImGuiKey_PageDown], true))
|
||||
{
|
||||
nav_scoring_rect_offset_y = +page_offset_y;
|
||||
g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item)
|
||||
@ -9780,11 +9783,9 @@ static void ImGui::NavUpdateWindowing()
|
||||
bool apply_toggle_layer = false;
|
||||
|
||||
ImGuiWindow* modal_window = GetTopMostPopupModal();
|
||||
if (modal_window != NULL)
|
||||
{
|
||||
bool allow_windowing = (modal_window == NULL);
|
||||
if (!allow_windowing)
|
||||
g.NavWindowingTarget = NULL;
|
||||
return;
|
||||
}
|
||||
|
||||
// Fade out
|
||||
if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)
|
||||
@ -9795,8 +9796,8 @@ static void ImGui::NavUpdateWindowing()
|
||||
}
|
||||
|
||||
// Start CTRL-TAB or Square+L/R window selection
|
||||
bool start_windowing_with_gamepad = !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed);
|
||||
bool start_windowing_with_keyboard = !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard);
|
||||
bool start_windowing_with_gamepad = allow_windowing && !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed);
|
||||
bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard);
|
||||
if (start_windowing_with_gamepad || start_windowing_with_keyboard)
|
||||
if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
|
||||
{
|
||||
@ -13669,7 +13670,7 @@ static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDock
|
||||
if (host_node && host_node->TabBar)
|
||||
{
|
||||
if (!host_node->IsHiddenTabBar() && !host_node->IsNoTabBar())
|
||||
tab_pos.x += host_node->TabBar->OffsetMax + g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission.
|
||||
tab_pos.x += host_node->TabBar->WidthAllTabs + g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission.
|
||||
else
|
||||
tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_node->Windows[0]->Name, host_node->Windows[0]->HasCloseButton).x;
|
||||
}
|
||||
@ -15752,8 +15753,8 @@ void ImGui::ShowMetricsWindow(bool* p_open)
|
||||
{
|
||||
const ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
|
||||
ImGui::PushID(tab);
|
||||
if (ImGui::SmallButton("<")) { TabBarQueueChangeTabOrder(tab_bar, tab, -1); } ImGui::SameLine(0, 2);
|
||||
if (ImGui::SmallButton(">")) { TabBarQueueChangeTabOrder(tab_bar, tab, +1); } ImGui::SameLine();
|
||||
if (ImGui::SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } ImGui::SameLine(0, 2);
|
||||
if (ImGui::SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } ImGui::SameLine();
|
||||
ImGui::Text("%02d%c Tab 0x%08X '%s'", tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->Window || tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "");
|
||||
ImGui::PopID();
|
||||
}
|
||||
|
Reference in New Issue
Block a user