Merge branch 'master' into navigation

This commit is contained in:
omar 2018-01-26 16:07:43 +01:00
commit 3ded262776
6 changed files with 26 additions and 13 deletions

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@ -162,6 +162,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- shortcuts,menus: global-style shortcut api e.g. "Save (CTRL+S)" -> explicit flag for recursing into closed menu - shortcuts,menus: global-style shortcut api e.g. "Save (CTRL+S)" -> explicit flag for recursing into closed menu
- shortcuts: programmatically access shortcuts "Focus("&Save")) - shortcuts: programmatically access shortcuts "Focus("&Save"))
- menus: menubars: main menu-bar could affect clamping of windows position (~ akin to modifying DisplayMin) - menus: menubars: main menu-bar could affect clamping of windows position (~ akin to modifying DisplayMin)
- 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.
- text: selectable text (for copy) as a generic feature (ItemFlags?) - text: selectable text (for copy) as a generic feature (ItemFlags?)
- text: proper alignment options in imgui_internal.h - text: proper alignment options in imgui_internal.h
@ -175,6 +176,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- tree node: try to apply scrolling at time of TreePop() if node was just opened and end of node is past scrolling limits? - tree node: try to apply scrolling at time of TreePop() if node was just opened and end of node is past scrolling limits?
- tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer) - tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer)
- tree node: tweak color scheme to distinguish headers from selected tree node (#581) - tree node: tweak color scheme to distinguish headers from selected tree node (#581)
- tree node: leaf/non-leaf highlight mismatch.
!- settings: expose enough to save/load .ini from RAM instead of fopen !- settings: expose enough to save/load .ini from RAM instead of fopen
- settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes? - settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes?
@ -245,6 +247,8 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- misc: fix for compilation settings where stdcall isn't the default (e.g. vectorcall) (#1230) - misc: fix for compilation settings where stdcall isn't the default (e.g. vectorcall) (#1230)
- remote: make a system like RemoteImGui first-class citizen/project (#75) - remote: make a system like RemoteImGui first-class citizen/project (#75)
- natvis: more the imgui.natvis file in a better location. perhaps reorganize extra_fonts/? (#1569)
- demo: add vertical separator demo - demo: add vertical separator demo
- demo: add virtual scrolling example? - demo: add virtual scrolling example?
- examples: directx9: save/restore device state more thoroughly. - examples: directx9: save/restore device state more thoroughly.

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@ -4,7 +4,7 @@
- On Ubuntu 14.04+ - On Ubuntu 14.04+
```bash ```bash
g++ -I ../imgui main.cpp imgui_impl_a5.cpp ../imgui/imgui*.cpp -lallegro -lallegro_primitives g++ -I ../.. main.cpp imgui_impl_a5.cpp ../../imgui*.cpp -lallegro -lallegro_primitives -o allegro5_example
``` ```
- On Windows with Visual Studio's CLI - On Windows with Visual Studio's CLI

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@ -0,0 +1,8 @@
uSynergy client -- Implementation for the embedded Synergy client library
version 1.0.0, July 7th, 2012
Copyright (c) 2012 Alex Evans
This is a copy of the files once found at:
https://github.com/symless/synergy-core/tree/790d108a56ada9caad8e56ff777d444485a69da9/src/micro

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@ -5,18 +5,18 @@
``` ```
set SDL2DIR=path_to_your_sdl2_folder set SDL2DIR=path_to_your_sdl2_folder
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 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
``` ```
- On Linux and similar Unixes - On Linux and similar Unixes
``` ```
c++ `sdl2-config --cflags` -I ../.. main.cpp imgui_impl_sdl.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL -o sdl2example c++ `sdl2-config --cflags` -I ../.. main.cpp imgui_impl_sdl_gl2.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL -o sdl2example
``` ```
- On Mac OS X - On Mac OS X
``` ```
brew install sdl2 brew install sdl2
c++ `sdl2-config --cflags` -I ../.. main.cpp imgui_impl_sdl.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl -o sdl2example 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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@ -3666,9 +3666,9 @@ static int ChildWindowComparer(const void* lhs, const void* rhs)
return (a->BeginOrderWithinParent - b->BeginOrderWithinParent); return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);
} }
static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>& out_sorted_windows, ImGuiWindow* window) static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)
{ {
out_sorted_windows.push_back(window); out_sorted_windows->push_back(window);
if (window->Active) if (window->Active)
{ {
int count = window->DC.ChildWindows.Size; int count = window->DC.ChildWindows.Size;
@ -3869,7 +3869,7 @@ void ImGui::EndFrame()
ImGuiWindow* window = g.Windows[i]; ImGuiWindow* window = g.Windows[i];
if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it
continue; continue;
AddWindowToSortedBuffer(g.WindowsSortBuffer, window); AddWindowToSortedBuffer(&g.WindowsSortBuffer, window);
} }
IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size); // we done something wrong IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size); // we done something wrong
@ -5489,7 +5489,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
{ {
// Adjust passed "client size" to become a "window size" // Adjust passed "client size" to become a "window size"
window->SizeContentsExplicit = g.NextWindowData.ContentSizeVal; window->SizeContentsExplicit = g.NextWindowData.ContentSizeVal;
window->SizeContentsExplicit.y += window->TitleBarHeight() + window->MenuBarHeight(); if (window->SizeContentsExplicit.y != 0.0f)
window->SizeContentsExplicit.y += window->TitleBarHeight() + window->MenuBarHeight();
g.NextWindowData.ContentSizeCond = 0; g.NextWindowData.ContentSizeCond = 0;
} }
else if (first_begin_of_the_frame) else if (first_begin_of_the_frame)
@ -5615,9 +5616,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
float size_x_for_scrollbars = size_full_modified.x != FLT_MAX ? window->SizeFull.x : window->SizeFullAtLastBegin.x; float size_x_for_scrollbars = size_full_modified.x != FLT_MAX ? window->SizeFull.x : window->SizeFullAtLastBegin.x;
float size_y_for_scrollbars = size_full_modified.y != FLT_MAX ? window->SizeFull.y : window->SizeFullAtLastBegin.y; float size_y_for_scrollbars = size_full_modified.y != FLT_MAX ? window->SizeFull.y : window->SizeFullAtLastBegin.y;
window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((window->SizeContents.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((window->SizeContents.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar));
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)); window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((window->SizeContents.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
if (window->ScrollbarX && !window->ScrollbarY) if (window->ScrollbarX && !window->ScrollbarY)
window->ScrollbarY = (window->SizeContents.y > size_y_for_scrollbars + style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar); window->ScrollbarY = (window->SizeContents.y > size_y_for_scrollbars - style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar);
window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
} }

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@ -312,9 +312,9 @@ struct IMGUI_API ImRect
ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right
ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left
ImVec2 GetBR() const { return Max; } // Bottom-right ImVec2 GetBR() const { return Max; } // Bottom-right
bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; } bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; }
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; } 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; }
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; } 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; }
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; } 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; }
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; } 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; }
void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; } void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; }