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Merge branch 'master' into navigation
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3ded262776
4
TODO.txt
4
TODO.txt
@ -162,6 +162,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- shortcuts,menus: global-style shortcut api e.g. "Save (CTRL+S)" -> explicit flag for recursing into closed menu
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- shortcuts,menus: global-style shortcut api e.g. "Save (CTRL+S)" -> explicit flag for recursing into closed menu
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- shortcuts: programmatically access shortcuts "Focus("&Save"))
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- shortcuts: programmatically access shortcuts "Focus("&Save"))
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- menus: menubars: main menu-bar could affect clamping of windows position (~ akin to modifying DisplayMin)
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- menus: menubars: main menu-bar could affect clamping of windows position (~ akin to modifying DisplayMin)
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- menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally either 0 either longer.
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- text: selectable text (for copy) as a generic feature (ItemFlags?)
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- text: selectable text (for copy) as a generic feature (ItemFlags?)
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- text: proper alignment options in imgui_internal.h
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- text: proper alignment options in imgui_internal.h
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@ -175,6 +176,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- tree node: try to apply scrolling at time of TreePop() if node was just opened and end of node is past scrolling limits?
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- tree node: try to apply scrolling at time of TreePop() if node was just opened and end of node is past scrolling limits?
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- tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer)
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- tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer)
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- tree node: tweak color scheme to distinguish headers from selected tree node (#581)
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- tree node: tweak color scheme to distinguish headers from selected tree node (#581)
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- tree node: leaf/non-leaf highlight mismatch.
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!- settings: expose enough to save/load .ini from RAM instead of fopen
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!- settings: expose enough to save/load .ini from RAM instead of fopen
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- settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes?
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- settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes?
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@ -245,6 +247,8 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- misc: fix for compilation settings where stdcall isn't the default (e.g. vectorcall) (#1230)
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- misc: fix for compilation settings where stdcall isn't the default (e.g. vectorcall) (#1230)
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- remote: make a system like RemoteImGui first-class citizen/project (#75)
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- remote: make a system like RemoteImGui first-class citizen/project (#75)
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- natvis: more the imgui.natvis file in a better location. perhaps reorganize extra_fonts/? (#1569)
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- demo: add vertical separator demo
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- demo: add vertical separator demo
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- demo: add virtual scrolling example?
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- demo: add virtual scrolling example?
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- examples: directx9: save/restore device state more thoroughly.
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- examples: directx9: save/restore device state more thoroughly.
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@ -4,7 +4,7 @@
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- On Ubuntu 14.04+
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- On Ubuntu 14.04+
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```bash
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```bash
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g++ -I ../imgui main.cpp imgui_impl_a5.cpp ../imgui/imgui*.cpp -lallegro -lallegro_primitives
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g++ -I ../.. main.cpp imgui_impl_a5.cpp ../../imgui*.cpp -lallegro -lallegro_primitives -o allegro5_example
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```
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```
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- On Windows with Visual Studio's CLI
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- On Windows with Visual Studio's CLI
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8
examples/libs/usynergy/README.txt
Normal file
8
examples/libs/usynergy/README.txt
Normal file
@ -0,0 +1,8 @@
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uSynergy client -- Implementation for the embedded Synergy client library
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version 1.0.0, July 7th, 2012
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Copyright (c) 2012 Alex Evans
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This is a copy of the files once found at:
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https://github.com/symless/synergy-core/tree/790d108a56ada9caad8e56ff777d444485a69da9/src/micro
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@ -5,18 +5,18 @@
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```
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```
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set SDL2DIR=path_to_your_sdl2_folder
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set SDL2DIR=path_to_your_sdl2_folder
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cl /Zi /MD /I %SDL2DIR%\include /I ..\.. main.cpp imgui_impl_sdl.cpp ..\..\imgui*.cpp /link /LIBPATH:%SDL2DIR%\lib SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
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cl /Zi /MD /I %SDL2DIR%\include /I ..\.. main.cpp imgui_impl_sdl_gl2.cpp ..\..\imgui*.cpp /link /LIBPATH:%SDL2DIR%\lib SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
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```
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```
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- On Linux and similar Unixes
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- On Linux and similar Unixes
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```
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```
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c++ `sdl2-config --cflags` -I ../.. main.cpp imgui_impl_sdl.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL -o sdl2example
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c++ `sdl2-config --cflags` -I ../.. main.cpp imgui_impl_sdl_gl2.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL -o sdl2example
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```
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```
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- On Mac OS X
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- On Mac OS X
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```
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```
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brew install sdl2
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brew install sdl2
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c++ `sdl2-config --cflags` -I ../.. main.cpp imgui_impl_sdl.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl -o sdl2example
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c++ `sdl2-config --cflags` -I ../.. main.cpp imgui_impl_sdl_gl2.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl -o sdl2example
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```
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```
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13
imgui.cpp
13
imgui.cpp
@ -3666,9 +3666,9 @@ static int ChildWindowComparer(const void* lhs, const void* rhs)
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return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);
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return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);
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}
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}
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static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>& out_sorted_windows, ImGuiWindow* window)
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static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)
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{
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{
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out_sorted_windows.push_back(window);
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out_sorted_windows->push_back(window);
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if (window->Active)
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if (window->Active)
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{
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{
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int count = window->DC.ChildWindows.Size;
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int count = window->DC.ChildWindows.Size;
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@ -3869,7 +3869,7 @@ void ImGui::EndFrame()
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ImGuiWindow* window = g.Windows[i];
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ImGuiWindow* window = g.Windows[i];
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if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it
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if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it
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continue;
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continue;
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AddWindowToSortedBuffer(g.WindowsSortBuffer, window);
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AddWindowToSortedBuffer(&g.WindowsSortBuffer, window);
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}
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}
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IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size); // we done something wrong
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IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size); // we done something wrong
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@ -5489,7 +5489,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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{
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{
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// Adjust passed "client size" to become a "window size"
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// Adjust passed "client size" to become a "window size"
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window->SizeContentsExplicit = g.NextWindowData.ContentSizeVal;
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window->SizeContentsExplicit = g.NextWindowData.ContentSizeVal;
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window->SizeContentsExplicit.y += window->TitleBarHeight() + window->MenuBarHeight();
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if (window->SizeContentsExplicit.y != 0.0f)
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window->SizeContentsExplicit.y += window->TitleBarHeight() + window->MenuBarHeight();
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g.NextWindowData.ContentSizeCond = 0;
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g.NextWindowData.ContentSizeCond = 0;
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}
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}
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else if (first_begin_of_the_frame)
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else if (first_begin_of_the_frame)
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@ -5615,9 +5616,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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float size_x_for_scrollbars = size_full_modified.x != FLT_MAX ? window->SizeFull.x : window->SizeFullAtLastBegin.x;
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float size_x_for_scrollbars = size_full_modified.x != FLT_MAX ? window->SizeFull.x : window->SizeFullAtLastBegin.x;
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float size_y_for_scrollbars = size_full_modified.y != FLT_MAX ? window->SizeFull.y : window->SizeFullAtLastBegin.y;
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float size_y_for_scrollbars = size_full_modified.y != FLT_MAX ? window->SizeFull.y : window->SizeFullAtLastBegin.y;
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window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((window->SizeContents.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar));
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window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((window->SizeContents.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar));
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window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((window->SizeContents.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f) - window->WindowPadding.x) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
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window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((window->SizeContents.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
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if (window->ScrollbarX && !window->ScrollbarY)
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if (window->ScrollbarX && !window->ScrollbarY)
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window->ScrollbarY = (window->SizeContents.y > size_y_for_scrollbars + style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar);
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window->ScrollbarY = (window->SizeContents.y > size_y_for_scrollbars - style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar);
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window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
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window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
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}
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}
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@ -312,9 +312,9 @@ struct IMGUI_API ImRect
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ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right
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ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right
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ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left
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ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left
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ImVec2 GetBR() const { return Max; } // Bottom-right
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ImVec2 GetBR() const { return Max; } // Bottom-right
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bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; }
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bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; }
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bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x < Max.x && r.Max.y < Max.y; }
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bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x <= Max.x && r.Max.y <= Max.y; }
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bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; }
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bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; }
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void Add(const ImVec2& p) { if (Min.x > p.x) Min.x = p.x; if (Min.y > p.y) Min.y = p.y; if (Max.x < p.x) Max.x = p.x; if (Max.y < p.y) Max.y = p.y; }
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void Add(const ImVec2& p) { if (Min.x > p.x) Min.x = p.x; if (Min.y > p.y) Min.y = p.y; if (Max.x < p.x) Max.x = p.x; if (Max.y < p.y) Max.y = p.y; }
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void Add(const ImRect& r) { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; }
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void Add(const ImRect& r) { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; }
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void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; }
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void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; }
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