Merge branch 'master' into docking

# Conflicts:
#	examples/imgui_impl_win32.cpp
#	examples/imgui_impl_win32.h
#	imgui.cpp
#	imgui_internal.h
This commit is contained in:
omar 2020-01-14 20:01:27 +01:00
commit 44174b1fa1
16 changed files with 403 additions and 239 deletions

View File

@ -44,8 +44,13 @@ jobs:
- name: Build example_null (extra warnings)
run: mingw32-make -C examples/example_null EXTRA_WARNINGS=1
- name: Build example_null (unity build)
run: mingw32-make -C examples/example_null UNITY_BUILD=1
- name: Build example_null (single file build)
shell: bash
run: |
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
g++ -I. -Wall -Wformat -o example_single_file.exe example_single_file.cpp
- name: Build Win32 example_glfw_opengl2
shell: cmd
@ -176,8 +181,12 @@ jobs:
make -C examples/example_null clean
CXXFLAGS="$CXXFLAGS -m64" CXX=clang++ make -C examples/example_null EXTRA_WARNINGS=1
- name: Build example_null (unity build)
run: make -C examples/example_null UNITY_BUILD=1
- name: Build example_null (single file build)
run: |
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_glfw_opengl2
run: make -C examples/example_glfw_opengl2
@ -208,8 +217,12 @@ jobs:
- name: Build example_null (extra warnings)
run: make -C examples/example_null EXTRA_WARNINGS=1
- name: Build example_null (unity build)
run: make -C examples/example_null UNITY_BUILD=1
- name: Build example_null (single file build)
run: |
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
clang++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_glfw_opengl2
run: make -C examples/example_glfw_opengl2
@ -265,3 +278,38 @@ jobs:
run: |
source emsdk-master/emsdk_env.sh
make -C examples/example_emscripten
Static-Analysis:
runs-on: ubuntu-18.04
steps:
- uses: actions/checkout@v1
with:
fetch-depth: 1
- name: Install Dependencies
env:
PVS_STUDIO_LICENSE: ${{ secrets.PVS_STUDIO_LICENSE }}
run: |
if [[ "$PVS_STUDIO_LICENSE" != "" ]];
then
echo "$PVS_STUDIO_LICENSE" > pvs-studio.lic
wget -q https://files.viva64.com/etc/pubkey.txt
sudo apt-key add pubkey.txt
sudo wget -O /etc/apt/sources.list.d/viva64.list https://files.viva64.com/etc/viva64.list
sudo apt-get update
sudo apt-get install -y pvs-studio
fi
- name: PVS-Studio static analysis
run: |
if [[ ! -f pvs-studio.lic ]];
then
echo "PVS Studio license is missing. No analysis will be performed."
echo "If you have a PVS Studio license please create a project secret named PVS_STUDIO_LICENSE with your license."
echo "You may use a free license. More information at https://www.viva64.com/en/b/0457/"
exit 0
fi
cd examples/example_null
pvs-studio-analyzer trace -- make EXTRA_WARNINGS=1
pvs-studio-analyzer analyze -e ../../imstb_rectpack.h -e ../../imstb_textedit.h -e ../../imstb_truetype.h -l ../../pvs-studio.lic -o pvs-studio.log
plog-converter -a 'GA:1,2;OP:1' -t errorfile -w pvs-studio.log

View File

@ -137,15 +137,25 @@ Other Changes:
- ColorEdit: In HSV display of a RGB stored value, attempt to locally preserve Saturation
when Value==0.0 (similar to changes done in 1.73 for Hue). Removed Hue editing lock since
those improvements in 1.73 makes them unnecessary. (#2722, #2770). [@rokups]
- Misc: Added ImGuiMouseCursor_NotAllowed enum so it can be used by more shared widgets. [@rokups]
- ColorEdit: "Copy As" context-menu tool shows hex values with a '#' prefix instead of '0x'.
- ColorEdit: "Copy As" content-menu tool shows hex values both with/without alpha when available.
- ImDrawList: Add AddNgon(), AddNgonFilled() API with a guarantee on the explicit segment count.
In the current branch they are essentially the same as AddCircle(), AddCircleFilled() but as
we will rework the circle rendering functions to use textures and automatic segment count
selection, those new api can fill a gap. [@ShironekoBen]
- Misc: Added ImGuiMouseCursor_NotAllowed enum so it can be used by more shared widgets. [@rokups]
- Misc: Added misc/single_file/imgui_single_file.h, We use this to validate compiling all *.cpp
files in a same compilation unit. Actual users of that technique (also called "Unity builds")
can generally provide this themselves, so we don't really recommend you use this. [@rokups]
- Backends: GLFW, SDL, Win32, OSX, Allegro: Added support for ImGuiMouseCursor_NotAllowed. [@rokups]
- Backends: GLFW: Added support for the missing mouse cursors newly added in GLFW 3.4+. [@rokups]
- Backends: SDL: Wayland: use SDL_GetMouseState (because there is no global mouse state available
on Wayland). (#2800, #2802) [@NeroBurner]
- Backends: Win32: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD to disable all
XInput using code, and IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT to disable linking with XInput,
the later may be problematic if compiling with recent Windows SDK and you want your app to run
on Windows 7. You can instead try linking with Xinput9_1_0.lib instead. (#2716)
- CI: Added PVS-Studio static analysis on the continuous-integration server. [@rokups]
- Examples: Explicitly adding -DIMGUI_IMPL_OPENGL_LOADER_GL3W to Makefile to match linking
settings (otherwise if another loader such as Glew is accessible, the OpenGL3 backend might
automatically use it). (#2919, #2798)
@ -158,6 +168,8 @@ Other Changes:
VERSION 1.74 (Released 2019-11-25)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.74
Breaking Changes:
- Removed redirecting functions/enums names that were marked obsolete in 1.52 (October 2017):
- Begin() [old 5 args version] -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed
@ -231,6 +243,8 @@ Other Changes:
VERSION 1.73 (Released 2019-09-24)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.73
Other Changes:
- Nav, Scrolling: Added support for Home/End key. (#787)
@ -291,6 +305,8 @@ Other Changes:
VERSION 1.72b (Released 2019-07-31)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.72b
Other Changes:
- Nav, Scrolling: Fixed programmatic scroll leading to a slightly incorrect scroll offset when
@ -306,6 +322,8 @@ Other Changes:
VERSION 1.72 (Released 2019-07-27)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.72
Breaking Changes:
- Removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017):
- ImGuiCol_Column*, ImGuiSetCond_* enums.
@ -387,6 +405,8 @@ Other Changes:
VERSION 1.71 (Released 2019-06-12)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.71
Breaking Changes:
- IO: changed AddInputCharacter(unsigned short c) signature to AddInputCharacter(unsigned int c).
- Renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
@ -467,6 +487,8 @@ Other Changes:
VERSION 1.70 (Released 2019-05-06)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.70
Breaking Changes:
- ImDrawList: Improved algorithm for mitre joints on thick lines, preserving correct thickness
up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines,
@ -554,6 +576,8 @@ Other Changes:
VERSION 1.69 (Released 2019-03-13)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.69
Breaking Changes:
- Renamed ColorEdit/ColorPicker's ImGuiColorEditFlags_RGB/_HSV/_HEX flags to respectively
@ -630,6 +654,8 @@ Other Changes:
VERSION 1.68 (Released 2019-02-19)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.68
Breaking Changes:
- Removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
@ -698,6 +724,8 @@ Other Changes:
VERSION 1.67 (Released 2019-01-14)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.67
Breaking Changes:
- Made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable
@ -762,6 +790,8 @@ Other Changes:
VERSION 1.66b (Released 2018-12-01)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.66b
Other Changes:
- Fixed a text rendering/clipping bug introduced in 1.66 (on 2018-10-12, commit ede3a3b9) that affect single ImDrawList::AddText()
@ -779,6 +809,8 @@ Other Changes:
VERSION 1.66 (Released 2018-11-22)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.66
Breaking Changes:
- Renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete).
@ -838,6 +870,8 @@ Other Changes:
VERSION 1.65 (Released 2018-09-06)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.65
Breaking Changes:
- Renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and
@ -862,6 +896,8 @@ Other Changes:
VERSION 1.64 (Released 2018-08-31)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.64
Changes:
- Moved README, CHANGELOG and TODO files to the docs/ folder.
@ -884,6 +920,8 @@ Changes:
VERSION 1.63 (Released 2018-08-29)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.63
Breaking Changes:
- Style: Renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features.
@ -976,6 +1014,8 @@ Other Changes:
VERSION 1.62 (Released 2018-06-22)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.62
Breaking Changes:
- TreeNodeEx(): The helper ImGuiTreeNodeFlags_CollapsingHeader flag now include ImGuiTreeNodeFlags_NoTreePushOnOpen.
@ -1055,6 +1095,8 @@ Other Changes:
VERSION 1.61 (Released 2018-05-14)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.61
Breaking Changes:
- DragInt(): The default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally

View File

@ -12,21 +12,16 @@ or view this file with any Markdown viewer.
| **Q&A: Basics** |
:---------------------------------------------------------- |
| [Where is the documentation?](#q-where-is-the-documentation) |
| [What is this library called?](#q-what-is-this-library-called) |
| [Which version should I get?](#q-which-version-should-i-get) |
| [Why the names "Dear ImGui" vs "ImGui"?](#q-why-the-names-dear-imgui-vs-imgui) |
| **Q&A: Concerns** |
| [Who uses Dear ImGui?](#q-who-uses-dear-imgui) |
| [Can you create elaborate/serious tools with Dear ImGui?](#q-can-you-create-elaborateserious-tools-with-dear-imgui) |
| [Can you reskin the look of Dear ImGui?](#q-can-you-reskin-the-look-of-dear-imgui) |
| [Why using C++ (as opposed to C)?](#q-why-using-c-as-opposed-to-c) |
| **Q&A: Integration** |
| [How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application?](#q-how-can-i-tell-whether-to-dispatch-mousekeyboard-to-dear-imgui-or-to-my-application) |
| **[How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application?](#q-how-can-i-tell-whether-to-dispatch-mousekeyboard-to-dear-imgui-or-to-my-application)** |
| [How can I enable keyboard or gamepad controls?](#q-how-can-i-enable-keyboard-or-gamepad-controls) |
| [How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)](#q-how-can-i-use-this-on-a-machine-without-mouse-keyboard-or-screen-input-share-remote-display) |
| [I integrated Dear ImGui in my engine and the text or lines are blurry..](#q-i-integrated-dear-imgui-in-my-engine-and-the-text-or-lines-are-blurry) |
| [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) |
| **Q&A: Usage** |
| [Why are multiple widgets reacting when I interact with a single one?<br>How can I have multiple widgets with the same label or with an empty label?](#q-why-are-multiple-widgets-reacting-when-i-interact-with-a-single-one-q-how-can-i-have-multiple-widgets-with-the-same-label-or-with-an-empty-label) |
| **[Why are multiple widgets reacting when I interact with a single one?<br>How can I have multiple widgets with the same label or with an empty label?](#q-why-are-multiple-widgets-reacting-when-i-interact-with-a-single-one-q-how-can-i-have-multiple-widgets-with-the-same-label-or-with-an-empty-label)** |
| [How can I display an image? What is ImTextureID, how does it work?](#q-how-can-i-display-an-image-what-is-imtextureid-how-does-it-work)|
| [How can I use my own math types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-math-types-instead-of-imvec2imvec4) |
| [How can I interact with standard C++ types (such as std::string and std::vector)?](#q-how-can-i-interact-with-standard-c-types-such-as-stdstring-and-stdvector) |
@ -36,6 +31,11 @@ or view this file with any Markdown viewer.
| [How can I easily use icons in my application?](#q-how-can-i-easily-use-icons-in-my-application) |
| [How can I load multiple fonts?](#q-how-can-i-load-multiple-fonts) |
| [How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?](#q-how-can-i-display-and-input-non-latin-characters-such-as-chinese-japanese-korean-cyrillic) |
| **Q&A: Concerns** |
| [Who uses Dear ImGui?](#q-who-uses-dear-imgui) |
| [Can you create elaborate/serious tools with Dear ImGui?](#q-can-you-create-elaborateserious-tools-with-dear-imgui) |
| [Can you reskin the look of Dear ImGui?](#q-can-you-reskin-the-look-of-dear-imgui) |
| [Why using C++ (as opposed to C)?](#q-why-using-c-as-opposed-to-c) |
| **Q&A: Community** |
| [How can I help?](#q-how-can-i-help) |
@ -50,61 +50,31 @@ or view this file with any Markdown viewer.
- See documentation and comments at the top of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) + general API comments in [imgui.h](https://github.com/ocornut/imgui/blob/master/imgui.h).
- The [Wiki](https://github.com/ocornut/imgui/wiki) has many resources and links.
- The [Glossary](https://github.com/ocornut/imgui/wiki/Glossary) page may be useful.
- The [Issues](https://github.com/ocornut/imgui/issues) section can be searched for past questions and issues.
- Your programming IDE is your friend, find the type or function declaration to find comments associated to it.
- The `ImGui::ShowMetricsWindow()` function exposes lots of internal information and tools. Although it is primary designed as a debugging tool, having access to that information tends to help understands concepts.
---
### Q. What is this library called?
**This library is called Dear ImGui**. Please refer to it as Dear ImGui (not ImGui, not IMGUI).
(The library misleadingly started its life in 2014 as "ImGui" due to the fact that I didn't give it a proper name when when I released 1.0, and had no particular expectation that it would take off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations e.g. Unity uses it own implementation of the IMGUI paradigm. To reduce the ambiguity without affecting existing code bases, I have decided in December 2015 a fully qualified name "Dear ImGui" for this library.
---
### Q: Which version should I get?
I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported.
You may also peak at the [docking](https://github.com/ocornut/imgui/tree/docking) branch which includes:
- [Docking/Merging features](https://github.com/ocornut/imgui/issues/2109)
You may use the [docking](https://github.com/ocornut/imgui/tree/docking) branch which includes:
- [Docking features](https://github.com/ocornut/imgui/issues/2109)
- [Multi-viewport features](https://github.com/ocornut/imgui/issues/1542)
Many projects are using this branch and it is kept in sync with master regularly.
---
### Q: Why the names "Dear ImGui" vs "ImGui"?
**TL;DR: Please refer to this library as "Dear ImGui".**
The library started its life as "ImGui" due to the fact that I didn't give it a proper name when when I released 1.0, and had no particular expectation that it would take off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations (e.g. Unity uses it own implementation of the IMGUI paradigm). To reduce the ambiguity without affecting existing code bases, I have decided on an alternate, longer name "Dear ImGui" that people can use to refer to this specific library.
##### [Return to Index](#index)
# Q&A: Concerns
### Q: Who uses Dear ImGui?
You may take a look at:
- [Quotes](https://github.com/ocornut/imgui/wiki/Quotes)
- [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui)
- [Gallery](https://github.com/ocornut/imgui/issues/2847)
### Q: Can you create elaborate/serious tools with Dear ImGui?
Yes. People have written game editors, data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library.
Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might require you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient and powerful.
Dear ImGui is built to be efficient and scalable toward the needs for AAA-quality applications running all day. The IMGUI paradigm offers different opportunities for optimization that the more typical RMGUI paradigm.
### Q: Can you reskin the look of Dear ImGui?
Somehow. You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as Dear ImGui is designed and optimized to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Dear ImGui is NOT designed to create user interface for games, although with ingenious use of the low-level API you can do it.
A reasonably skinned application may look like (screenshot from [#2529](https://github.com/ocornut/imgui/issues/2529#issuecomment-524281119))
![minipars](https://user-images.githubusercontent.com/314805/63589441-d9794f00-c5b1-11e9-8d96-cfc1b93702f7.png)
### Q: Why using C++ (as opposed to C)?
Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost insanity/quagmire. Dear ImGui does NOT require C++11 so it can be used with most old C++ compilers. Dear ImGui doesn't use any C++ header file. Language-wise, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience.
There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. It is designed for creating binding to other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for various third-party bindings.
##### [Return to Index](#index)
@ -365,7 +335,7 @@ void* my_void_ptr;
my_void_ptr = (void*)my_dx11_srv; // cast a ID3D11ShaderResourceView* into an opaque void*
my_dx11_srv = (ID3D11ShaderResourceView*)my_void_ptr; // cast a void* into a ID3D11ShaderResourceView*
```
Finally, you may call ImGui::ShowMetricsWindow() to explore/visualize/understand how the ImDrawList are generated.
Finally, you may call `ImGui::ShowMetricsWindow()` to explore/visualize/understand how the ImDrawList are generated.
---
@ -534,6 +504,41 @@ the default implementation of io.ImeSetInputScreenPosFn() to set your Microsoft
##### [Return to Index](#index)
# Q&A: Concerns
### Q: Who uses Dear ImGui?
You may take a look at:
- [Quotes](https://github.com/ocornut/imgui/wiki/Quotes)
- [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui)
- [Gallery](https://github.com/ocornut/imgui/issues/2847)
### Q: Can you create elaborate/serious tools with Dear ImGui?
Yes. People have written game editors, data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library.
Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might require you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient and powerful.
Dear ImGui is built to be efficient and scalable toward the needs for AAA-quality applications running all day. The IMGUI paradigm offers different opportunities for optimization that the more typical RMGUI paradigm.
### Q: Can you reskin the look of Dear ImGui?
Somehow. You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as Dear ImGui is designed and optimized to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Dear ImGui is NOT designed to create user interface for games, although with ingenious use of the low-level API you can do it.
A reasonably skinned application may look like (screenshot from [#2529](https://github.com/ocornut/imgui/issues/2529#issuecomment-524281119))
![minipars](https://user-images.githubusercontent.com/314805/63589441-d9794f00-c5b1-11e9-8d96-cfc1b93702f7.png)
### Q: Why using C++ (as opposed to C)?
Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost insanity/quagmire. Dear ImGui does NOT require C++11 so it can be used with most old C++ compilers. Dear ImGui doesn't use any C++ header file. Language-wise, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience.
There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. It is designed for creating binding to other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for various third-party bindings.
##### [Return to Index](#index)
# Q&A: Community
### Q: How can I help?

View File

@ -1,7 +1,6 @@
dear imgui
=====
[![Build Status](https://github.com/ocornut/imgui/workflows/build/badge.svg)](https://github.com/ocornut/imgui/actions?workflow=build)
[![Coverity Status](https://scan.coverity.com/projects/4720/badge.svg)](https://scan.coverity.com/projects/4720)
<sub>(This library is available under a free and permissive license, but needs financial support to sustain its continued improvements. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out.)</sub>

View File

@ -36,6 +36,8 @@ You can find binaries of some of those example applications at:
MISC COMMENTS AND SUGGESTIONS
---------------------------------------
- Read FAQ at http://dearimgui.org/faq
- Please read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
Please read the comments and instruction at the top of each file.

View File

@ -5,13 +5,8 @@
EXE = example_null
EXTRA_WARNINGS ?= 0
UNITY_BUILD ?= 0
ifeq ($(UNITY_BUILD), 1)
SOURCES = unity_build.cpp
else
SOURCES = main.cpp
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
endif
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)

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@ -1,6 +0,0 @@
// Unity build test - build this example as a single compilation unit.
#include "main.cpp"
#include "../../imgui.cpp"
#include "../../imgui_demo.cpp"
#include "../../imgui_draw.cpp"
#include "../../imgui_widgets.cpp"

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@ -14,12 +14,23 @@
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>
#include <XInput.h>
#include <tchar.h>
// Using XInput library for gamepad (with recent Windows SDK this may leads to executables which won't run on Windows 7)
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
#include <XInput.h>
#else
#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT
#endif
#if defined(_MSC_VER) && !defined(IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT)
#pragma comment(lib, "xinput")
//#pragma comment(lib, "Xinput9_1_0")
#endif
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
@ -42,7 +53,7 @@
// 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
// Win32 Data
static HWND g_hWnd = 0;
static HWND g_hWnd = NULL;
static INT64 g_Time = 0;
static INT64 g_TicksPerSecond = 0;
static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
@ -203,13 +214,10 @@ static void ImGui_ImplWin32_UpdateMousePos()
io.MouseHoveredViewport = viewport->ID;
}
#ifdef _MSC_VER
#pragma comment(lib, "xinput")
#endif
// Gamepad navigation mapping
static void ImGui_ImplWin32_UpdateGamepads()
{
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
ImGuiIO& io = ImGui::GetIO();
memset(io.NavInputs, 0, sizeof(io.NavInputs));
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
@ -252,6 +260,7 @@ static void ImGui_ImplWin32_UpdateGamepads()
#undef MAP_BUTTON
#undef MAP_ANALOG
}
#endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
}
void ImGui_ImplWin32_NewFrame()

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@ -14,6 +14,10 @@ IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
// Configuration: Disable gamepad support or linking with xinput.lib
//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
//#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT
// DPI-related helpers (which run and compile without requiring 8.1 or 10, neither Windows version, neither associated SDK)
IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness();
IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd
@ -22,6 +26,6 @@ IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); //
// Handler for Win32 messages, update mouse/keyboard data.
// You may or not need this for your implementation, but it can serve as reference for handling inputs.
// Intentionally commented out to avoid dragging dependencies on <windows.h> types. You can COPY this line into your .cpp code instead.
/*
#if 0
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
*/
#endif

181
imgui.cpp
View File

@ -1,12 +1,19 @@
// dear imgui, v1.75 WIP
// (main code and documentation)
// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
// Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
// Get latest version at https://github.com/ocornut/imgui
// Releases change-log at https://github.com/ocornut/imgui/releases
// Technical Support for Getting Started https://github.com/ocornut/imgui/wiki
// Gallery (please post your screenshots/video there!): https://github.com/ocornut/imgui/issues/2847
// Help:
// - Read FAQ at http://dearimgui.org/faq
// - Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. All applications in examples/ are doing that.
// Resources:
// - FAQ http://dearimgui.org/faq
// - Homepage & latest https://github.com/ocornut/imgui
// - Releases & changelog https://github.com/ocornut/imgui/releases
// - Gallery https://github.com/ocornut/imgui/issues/2847 (please post your screenshots/video there!)
// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
// - Wiki https://github.com/ocornut/imgui/wiki
// - Issues & support https://github.com/ocornut/imgui/issues
// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
// See LICENSE.txt for copyright and licensing details (standard MIT License).
@ -157,8 +164,9 @@ CODE
GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
---------------------------------------------------------------
- Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.
- In the majority of cases you should be able to use unmodified back-ends files available in the examples/ folder.
- Add the Dear ImGui source files to your projects or using your preferred build system.
It is recommended you build and statically link the .cpp files as part of your project and not as shared library (DLL).
It is recommended you build and statically link the .cpp files as part of your project and NOT as shared library (DLL).
- You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types.
- When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.
- Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide.
@ -178,7 +186,7 @@ CODE
// TODO: Fill optional fields of the io structure later.
// TODO: Load TTF/OTF fonts if you don't want to use the default font.
// Initialize helper Platform and Renderer bindings (here we are using imgui_impl_win32 and imgui_impl_dx11)
// Initialize helper Platform and Renderer bindings (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp)
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
@ -609,37 +617,17 @@ CODE
- Your programming IDE is your friend, find the type or function declaration to find comments
associated to it.
Q: What is this library called?
Q: Which version should I get?
Q: Why the names "Dear ImGui" vs "ImGui"?
>> This library is called "Dear ImGui", please don't call it "ImGui" :)
>> See https://www.dearimgui.org/faq
Q&A: Concerns
=============
Q: Who uses Dear ImGui?
Q: Can you create elaborate/serious tools with Dear ImGui?
Q: Can you reskin the look of Dear ImGui?
Q: Why using C++ (as opposed to C)?
>> See https://www.dearimgui.org/faq
Q&A: Integration
================
Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application?
A: You can read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags from the ImGuiIO structure (e.g. if (ImGui::GetIO().WantCaptureMouse) { ... } )
- When 'io.WantCaptureMouse' is set, imgui wants to use your mouse state, and you may want to discard/hide the inputs from the rest of your application.
- When 'io.WantCaptureKeyboard' is set, imgui wants to use your keyboard state, and you may want to discard/hide the inputs from the rest of your application.
- When 'io.WantTextInput' is set to may want to notify your OS to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console OS).
Note: you should always pass your mouse/keyboard inputs to imgui, even when the io.WantCaptureXXX flag are set false.
This is because imgui needs to detect that you clicked in the void to unfocus its own windows.
Note: The 'io.WantCaptureMouse' is more accurate that any attempt to "check if the mouse is hovering a window" (don't do that!).
It handle mouse dragging correctly (both dragging that started over your application or over an imgui window) and handle e.g. modal windows blocking inputs.
Those flags are updated by ImGui::NewFrame(). Preferably read the flags after calling NewFrame() if you can afford it, but reading them before is also
perfectly fine, as the bool toggle fairly rarely. If you have on a touch device, you might find use for an early call to UpdateHoveredWindowAndCaptureFlags().
Note: Text input widget releases focus on "Return KeyDown", so the subsequent "Return KeyUp" event that your application receive will typically
have 'io.WantCaptureKeyboard=false'. Depending on your application logic it may or not be inconvenient. You might want to track which key-downs
were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.)
A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
>> See https://www.dearimgui.org/faq for fully detailed answer. You really want to read this.
Q. How can I enable keyboard controls?
Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)
@ -783,6 +771,15 @@ CODE
Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
>> See https://www.dearimgui.org/faq and docs/FONTS.txt
Q&A: Concerns
=============
Q: Who uses Dear ImGui?
Q: Can you create elaborate/serious tools with Dear ImGui?
Q: Can you reskin the look of Dear ImGui?
Q: Why using C++ (as opposed to C)?
>> See https://www.dearimgui.org/faq
Q&A: Community
==============
@ -2807,19 +2804,21 @@ void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window)
window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0;
}
void ImGui::SetNavID(ImGuiID id, int nav_layer)
// FIXME-NAV: Refactor those functions into a single, more explicit one.
void ImGui::SetNavID(ImGuiID id, int nav_layer, int focus_scope_id)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.NavWindow);
IM_ASSERT(nav_layer == 0 || nav_layer == 1);
g.NavId = id;
g.NavFocusScopeId = focus_scope_id;
g.NavWindow->NavLastIds[nav_layer] = id;
}
void ImGui::SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel)
void ImGui::SetNavIDWithRectRel(ImGuiID id, int nav_layer, int focus_scope_id, const ImRect& rect_rel)
{
ImGuiContext& g = *GImGui;
SetNavID(id, nav_layer);
SetNavID(id, nav_layer, focus_scope_id);
g.NavWindow->NavRectRel[nav_layer] = rect_rel;
g.NavMousePosDirty = true;
g.NavDisableHighlight = false;
@ -2864,13 +2863,15 @@ void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
ImGuiContext& g = *GImGui;
IM_ASSERT(id != 0);
// Assume that SetFocusID() is called in the context where its NavLayer is the current layer, which is the case everywhere we call it.
// Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and window->DC.NavFocusScopeIdCurrent are valid.
// Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)
const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
if (g.NavWindow != window)
g.NavInitRequest = false;
g.NavId = id;
g.NavWindow = window;
g.NavId = id;
g.NavLayer = nav_layer;
g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;
window->NavLastIds[nav_layer] = id;
if (window->DC.LastItemId == id)
window->NavRectRel[nav_layer] = ImRect(window->DC.LastItemRect.Min - window->Pos, window->DC.LastItemRect.Max - window->Pos);
@ -3140,24 +3141,24 @@ bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id)
// Increment counters
const bool is_tab_stop = (window->DC.ItemFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0;
window->DC.FocusCounterAll++;
window->DC.FocusCounterRegular++;
if (is_tab_stop)
window->DC.FocusCounterTab++;
window->DC.FocusCounterTabStop++;
// Process TAB/Shift-TAB to tab *OUT* of the currently focused item.
// (Note that we can always TAB out of a widget that doesn't allow tabbing in)
if (g.ActiveId == id && g.FocusTabPressed && !IsActiveIdUsingKey(ImGuiKey_Tab) && g.FocusRequestNextWindow == NULL)
{
g.FocusRequestNextWindow = window;
g.FocusRequestNextCounterTab = window->DC.FocusCounterTab + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items.
g.FocusRequestNextCounterTabStop = window->DC.FocusCounterTabStop + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items.
}
// Handle focus requests
if (g.FocusRequestCurrWindow == window)
{
if (window->DC.FocusCounterAll == g.FocusRequestCurrCounterAll)
if (window->DC.FocusCounterRegular == g.FocusRequestCurrCounterRegular)
return true;
if (is_tab_stop && window->DC.FocusCounterTab == g.FocusRequestCurrCounterTab)
if (is_tab_stop && window->DC.FocusCounterTabStop == g.FocusRequestCurrCounterTabStop)
{
g.NavJustTabbedId = id;
return true;
@ -3173,8 +3174,8 @@ bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id)
void ImGui::FocusableItemUnregister(ImGuiWindow* window)
{
window->DC.FocusCounterAll--;
window->DC.FocusCounterTab--;
window->DC.FocusCounterRegular--;
window->DC.FocusCounterTabStop--;
}
float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
@ -3997,26 +3998,26 @@ void ImGui::NewFrame()
// Note that SetKeyboardFocusHere() sets the Next fields mid-frame. To be consistent we also
// manipulate the Next fields even, even though they will be turned into Curr fields by the code below.
g.FocusRequestNextWindow = g.NavWindow;
g.FocusRequestNextCounterAll = INT_MAX;
g.FocusRequestNextCounterRegular = INT_MAX;
if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX)
g.FocusRequestNextCounterTab = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1);
g.FocusRequestNextCounterTabStop = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1);
else
g.FocusRequestNextCounterTab = g.IO.KeyShift ? -1 : 0;
g.FocusRequestNextCounterTabStop = g.IO.KeyShift ? -1 : 0;
}
// Turn queued focus request into current one
g.FocusRequestCurrWindow = NULL;
g.FocusRequestCurrCounterAll = g.FocusRequestCurrCounterTab = INT_MAX;
g.FocusRequestCurrCounterRegular = g.FocusRequestCurrCounterTabStop = INT_MAX;
if (g.FocusRequestNextWindow != NULL)
{
ImGuiWindow* window = g.FocusRequestNextWindow;
g.FocusRequestCurrWindow = window;
if (g.FocusRequestNextCounterAll != INT_MAX && window->DC.FocusCounterAll != -1)
g.FocusRequestCurrCounterAll = ImModPositive(g.FocusRequestNextCounterAll, window->DC.FocusCounterAll + 1);
if (g.FocusRequestNextCounterTab != INT_MAX && window->DC.FocusCounterTab != -1)
g.FocusRequestCurrCounterTab = ImModPositive(g.FocusRequestNextCounterTab, window->DC.FocusCounterTab + 1);
if (g.FocusRequestNextCounterRegular != INT_MAX && window->DC.FocusCounterRegular != -1)
g.FocusRequestCurrCounterRegular = ImModPositive(g.FocusRequestNextCounterRegular, window->DC.FocusCounterRegular + 1);
if (g.FocusRequestNextCounterTabStop != INT_MAX && window->DC.FocusCounterTabStop != -1)
g.FocusRequestCurrCounterTabStop = ImModPositive(g.FocusRequestNextCounterTabStop, window->DC.FocusCounterTabStop + 1);
g.FocusRequestNextWindow = NULL;
g.FocusRequestNextCounterAll = g.FocusRequestNextCounterTab = INT_MAX;
g.FocusRequestNextCounterRegular = g.FocusRequestNextCounterTabStop = INT_MAX;
}
g.NavIdTabCounter = INT_MAX;
@ -4517,7 +4518,7 @@ void ImGui::Render()
if (g.FrameCountEnded != g.FrameCount)
EndFrame();
g.FrameCountRendered = g.FrameCount;
g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsRenderWindows = 0;
g.IO.MetricsRenderWindows = 0;
// Add background ImDrawList (for each active viewport)
for (int n = 0; n != g.Viewports.Size; n++)
@ -6024,8 +6025,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);
else
window->WindowPadding = style.WindowPadding;
window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);
window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;
// Collapse window by double-clicking on title bar
// At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing
@ -6451,27 +6450,35 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->DC.CursorMaxPos = window->DC.CursorStartPos;
window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f);
window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
window->DC.NavHideHighlightOneFrame = false;
window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f);
window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext;
window->DC.NavLayerActiveMaskNext = 0x00;
window->DC.NavFocusScopeIdCurrent = 0;
window->DC.NavHideHighlightOneFrame = false;
window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f);
window->DC.MenuBarAppending = false;
window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);
window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;
window->DC.MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user);
window->DC.TreeDepth = 0;
window->DC.TreeJumpToParentOnPopMask = 0x00;
window->DC.ChildWindows.resize(0);
window->DC.StateStorage = &window->StateStorage;
window->DC.CurrentColumns = NULL;
window->DC.LayoutType = ImGuiLayoutType_Vertical;
window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
window->DC.FocusCounterAll = window->DC.FocusCounterTab = -1;
window->DC.FocusCounterRegular = window->DC.FocusCounterTabStop = -1;
window->DC.ItemFlags = parent_window ? parent_window->DC.ItemFlags : ImGuiItemFlags_Default_;
window->DC.ItemWidth = window->ItemWidthDefault;
window->DC.TextWrapPos = -1.0f; // disabled
window->DC.ItemFlagsStack.resize(0);
window->DC.ItemWidthStack.resize(0);
window->DC.TextWrapPosStack.resize(0);
window->DC.CurrentColumns = NULL;
window->DC.TreeDepth = 0;
window->DC.TreeMayJumpToParentOnPopMask = 0x00;
window->DC.StateStorage = &window->StateStorage;
window->DC.GroupStack.resize(0);
window->MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user);
if ((flags & ImGuiWindowFlags_ChildWindow) && (window->DC.ItemFlags != parent_window->DC.ItemFlags))
{
@ -6713,6 +6720,7 @@ void ImGui::FocusWindow(ImGuiWindow* window)
g.NavMousePosDirty = true;
g.NavInitRequest = false;
g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
g.NavFocusScopeId = 0;
g.NavIdIsAlive = false;
g.NavLayer = ImGuiNavLayer_Main;
//IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL);
@ -7642,8 +7650,8 @@ void ImGui::SetKeyboardFocusHere(int offset)
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
g.FocusRequestNextWindow = window;
g.FocusRequestNextCounterAll = window->DC.FocusCounterAll + 1 + offset;
g.FocusRequestNextCounterTab = INT_MAX;
g.FocusRequestNextCounterRegular = window->DC.FocusCounterRegular + 1 + offset;
g.FocusRequestNextCounterTabStop = INT_MAX;
}
void ImGui::SetItemDefaultFocus()
@ -8791,21 +8799,22 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
#endif
if (new_best)
{
result->ID = id;
result->SelectScopeId = g.MultiSelectScopeId;
result->Window = window;
result->ID = id;
result->FocusScopeId = window->DC.NavFocusScopeIdCurrent;
result->RectRel = nav_bb_rel;
}
// Features like PageUp/PageDown need to maintain a separate score for the visible set of items.
const float VISIBLE_RATIO = 0.70f;
if ((g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))
if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)
if (NavScoreItem(&g.NavMoveResultLocalVisibleSet, nav_bb))
{
result = &g.NavMoveResultLocalVisibleSet;
result->ID = id;
result->SelectScopeId = g.MultiSelectScopeId;
result->Window = window;
result->ID = id;
result->FocusScopeId = window->DC.NavFocusScopeIdCurrent;
result->RectRel = nav_bb_rel;
}
}
@ -8815,8 +8824,9 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
{
g.NavWindow = window; // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window.
g.NavLayer = window->DC.NavLayerCurrent;
g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;
g.NavIdIsAlive = true;
g.NavIdTabCounter = window->DC.FocusCounterTab;
g.NavIdTabCounter = window->DC.FocusCounterTabStop;
window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel; // Store item bounding box (relative to window position)
}
}
@ -8910,10 +8920,11 @@ static void NavRestoreLayer(ImGuiNavLayer layer)
g.NavLayer = layer;
if (layer == 0)
g.NavWindow = ImGui::NavRestoreLastChildNavWindow(g.NavWindow);
if (g.NavWindow->NavLastIds[layer] != 0)
ImGui::SetNavIDWithRectRel(g.NavWindow->NavLastIds[layer], layer, g.NavWindow->NavRectRel[layer]);
ImGuiWindow* window = g.NavWindow;
if (window->NavLastIds[layer] != 0)
ImGui::SetNavIDWithRectRel(window->NavLastIds[layer], layer, 0, g.NavWindow->NavRectRel[layer]);
else
ImGui::NavInitWindow(g.NavWindow, true);
ImGui::NavInitWindow(window, true);
}
static inline void ImGui::NavUpdateAnyRequestFlag()
@ -8936,7 +8947,7 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
//IMGUI_DEBUG_LOG("[Nav] NavInitWindow() init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer);
if (init_for_nav)
{
SetNavID(0, g.NavLayer);
SetNavID(0, g.NavLayer, 0);
g.NavInitRequest = true;
g.NavInitRequestFromMove = false;
g.NavInitResultId = 0;
@ -8946,6 +8957,7 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
else
{
g.NavId = window->NavLastIds[0];
g.NavFocusScopeId = 0;
}
}
@ -9052,9 +9064,9 @@ static void ImGui::NavUpdate()
// Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
//IMGUI_DEBUG_LOG("[Nav] Apply NavInitRequest result: 0x%08X Layer %d in \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name);
if (g.NavInitRequestFromMove)
SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, g.NavInitResultRectRel);
SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel);
else
SetNavID(g.NavInitResultId, g.NavLayer);
SetNavID(g.NavInitResultId, g.NavLayer, 0);
g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel;
}
g.NavInitRequest = false;
@ -9121,8 +9133,9 @@ static void ImGui::NavUpdate()
ImGuiWindow* parent_window = g.NavWindow->ParentWindow;
IM_ASSERT(child_window->ChildId != 0);
FocusWindow(parent_window);
SetNavID(child_window->ChildId, 0);
g.NavIdIsAlive = false;
SetNavID(child_window->ChildId, 0, 0);
// Reassigning with same value, we're being explicit here.
g.NavIdIsAlive = false; // -V1048
if (g.NavDisableMouseHover)
g.NavMousePosDirty = true;
}
@ -9142,7 +9155,7 @@ static void ImGui::NavUpdate()
// Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were
if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
g.NavWindow->NavLastIds[0] = 0;
g.NavId = 0;
g.NavId = g.NavFocusScopeId = 0;
}
}
@ -9212,7 +9225,8 @@ static void ImGui::NavUpdate()
{
//IMGUI_DEBUG_LOG("[Nav] NavInitRequest from move, window \"%s\", layer=%d\n", g.NavWindow->Name, g.NavLayer);
g.NavInitRequest = g.NavInitRequestFromMove = true;
g.NavInitResultId = 0;
// Reassigning with same value, we're being explicit here.
g.NavInitResultId = 0; // -V1048
g.NavDisableHighlight = false;
}
NavUpdateAnyRequestFlag();
@ -9261,7 +9275,7 @@ 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);
g.NavId = 0;
g.NavId = g.NavFocusScopeId = 0;
}
g.NavMoveFromClampedRefRect = false;
}
@ -9341,9 +9355,10 @@ static void ImGui::NavUpdateMoveResult()
{
// Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)
g.NavJustMovedToId = result->ID;
g.NavJustMovedToMultiSelectScopeId = result->SelectScopeId;
g.NavJustMovedToFocusScopeId = result->FocusScopeId;
}
SetNavIDWithRectRel(result->ID, g.NavLayer, result->RectRel);
SetNavIDWithRectRel(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
g.NavMoveFromClampedRefRect = false;
}

18
imgui.h
View File

@ -1,10 +1,20 @@
// dear imgui, v1.75 WIP
// (headers)
// See imgui.cpp file for documentation.
// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
// Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
// Get latest version at https://github.com/ocornut/imgui
// Help:
// - Read FAQ at http://dearimgui.org/faq
// - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. All applications in examples/ are doing that.
// Read imgui.cpp for more details, documentation and comments.
// Resources:
// - FAQ http://dearimgui.org/faq
// - Homepage & latest https://github.com/ocornut/imgui
// - Releases & changelog https://github.com/ocornut/imgui/releases
// - Gallery https://github.com/ocornut/imgui/issues/2847 (please post your screenshots/video there!)
// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
// - Wiki https://github.com/ocornut/imgui/wiki
// - Issues & support https://github.com/ocornut/imgui/issues
/*

View File

@ -1,17 +1,24 @@
// dear imgui, v1.75 WIP
// (demo code)
// Help:
// - Read FAQ at http://dearimgui.org/faq
// - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. All applications in examples/ are doing that.
// Read imgui.cpp for more details, documentation and comments.
// Get latest version at https://github.com/ocornut/imgui
// Message to the person tempted to delete this file when integrating Dear ImGui into their code base:
// Do NOT remove this file from your project! Think again! It is the most useful reference code that you and other coders
// will want to refer to and call. Have the ImGui::ShowDemoWindow() function wired in an always-available debug menu of
// your game/app! Removing this file from your project is hindering access to documentation for everyone in your team,
// likely leading you to poorer usage of the library.
// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow().
// If you want to link core Dear ImGui in your shipped builds but want an easy guarantee that the demo will not be linked,
// If you want to link core Dear ImGui in your shipped builds but want a thorough guarantee that the demo will not be linked,
// you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty.
// In other situation, whenever you have Dear ImGui available you probably want this to be available for reference.
// Thank you,
// -Your beloved friend, imgui_demo.cpp (that you won't delete)
// -Your beloved friend, imgui_demo.cpp (which you won't delete)
// Message to beginner C/C++ programmers about the meaning of the 'static' keyword:
// In this demo code, we frequently we use 'static' variables inside functions. A static variable persist across calls, so it is
@ -21,13 +28,13 @@
// reentrant or used in multiple threads. This might be a pattern you will want to use in your code, but most of the real data
// you would be editing is likely going to be stored outside your functions.
// The Demo code is this file is designed to be easy to copy-and-paste in into your application!
// The Demo code in this file is designed to be easy to copy-and-paste in into your application!
// Because of this:
// - We never omit the ImGui:: namespace when calling functions, even though most of our code is already in the same namespace.
// - We try to declare static variables in the local scope, as close as possible to the code using them.
// - We never use any of the helpers/facilities used internally by dear imgui, unless it has been exposed in the public API (imgui.h).
// - We never use maths operators on ImVec2/ImVec4. For other imgui sources files, they are provided by imgui_internal.h w/ IMGUI_DEFINE_MATH_OPERATORS,
// for your own sources file they are optional and require you either enable those, either provide your own via IM_VEC2_CLASS_EXTRA in imconfig.h.
// - We never use any of the helpers/facilities used internally by Dear ImGui, unless it has been exposed in the public API (imgui.h).
// - We never use maths operators on ImVec2/ImVec4. For other of our sources files, they are provided by imgui_internal.h w/ IMGUI_DEFINE_MATH_OPERATORS.
// For your own sources file they are optional and require you either enable those, either provide your own via IM_VEC2_CLASS_EXTRA in imconfig.h.
// Because we don't want to assume anything about your support of maths operators, we don't use them in imgui_demo.cpp.
/*
@ -98,7 +105,7 @@ Index of this file:
#pragma GCC diagnostic ignored "-Wmisleading-indentation" // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub.
#endif
// Play it nice with Windows users. Notepad in 2017 still doesn't display text data with Unix-style \n.
// Play it nice with Windows users (Update: since 2018-05, Notepad finally appears to support Unix-style carriage returns!)
#ifdef _WIN32
#define IM_NEWLINE "\r\n"
#else

View File

@ -923,16 +923,16 @@ struct ImGuiViewportP : public ImGuiViewport
struct ImGuiNavMoveResult
{
ImGuiID ID; // Best candidate
ImGuiID SelectScopeId;// Best candidate window current selectable group ID
ImGuiWindow* Window; // Best candidate window
ImGuiID ID; // Best candidate ID
ImGuiID FocusScopeId; // Best candidate focus scope ID
float DistBox; // Best candidate box distance to current NavId
float DistCenter; // Best candidate center distance to current NavId
float DistAxial;
ImRect RectRel; // Best candidate bounding box in window relative space
ImGuiNavMoveResult() { Clear(); }
void Clear() { ID = SelectScopeId = 0; Window = NULL; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); }
void Clear() { Window = NULL; ID = FocusScopeId = 0; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); }
};
enum ImGuiNextWindowDataFlags_
@ -987,12 +987,13 @@ enum ImGuiNextItemDataFlags_
struct ImGuiNextItemData
{
ImGuiNextItemDataFlags Flags;
float Width; // Set by SetNextItemWidth().
bool OpenVal; // Set by SetNextItemOpen() function.
float Width; // Set by SetNextItemWidth()
ImGuiID FocusScopeId; // Set by SetNextItemMultiSelectData() (!= 0 signify value has been set, so it's an alternate version of HasSelectionData, we don't use Flags for this because they are cleared too early. This is mostly used for debugging)
ImGuiCond OpenCond;
bool OpenVal; // Set by SetNextItemOpen()
ImGuiNextItemData() { memset(this, 0, sizeof(*this)); }
inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; }
inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; } // Also cleared manually by ItemAdd()!
};
//-----------------------------------------------------------------------------
@ -1193,16 +1194,18 @@ struct ImGuiContext
ImGuiID PlatformLastFocusedViewport; // Record of last focused platform window/viewport, when this changes we stamp the viewport as front-most
int ViewportFrontMostStampCount; // Every time the front-most window changes, we stamp its viewport with an incrementing counter
// Navigation data (for gamepad/keyboard)
// Gamepad/keyboard Navigation
ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow'
ImGuiID NavId; // Focused item for navigation
ImGuiID NavFocusScopeId;
ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem()
ImGuiID NavActivateDownId; // ~~ IsNavInputDown(ImGuiNavInput_Activate) ? NavId : 0
ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0
ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0
ImGuiID NavJustTabbedId; // Just tabbed to this id.
ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest).
ImGuiID NavJustMovedToMultiSelectScopeId; // Just navigated to this select scope id (result of a successfully MoveRequest).
ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest).
ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame.
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.
@ -1234,13 +1237,13 @@ struct ImGuiContext
ImGuiNavMoveResult NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)
ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)
// Tabbing system (older than Nav, active even if Nav is disabled. FIXME-NAV: This needs a redesign!)
// Legacy Focus/Tabbing system (older than Nav, active even if Nav is disabled, misnamed. FIXME-NAV: This needs a redesign!)
ImGuiWindow* FocusRequestCurrWindow; //
ImGuiWindow* FocusRequestNextWindow; //
int FocusRequestCurrCounterAll; // Any item being requested for focus, stored as an index (we on layout to be stable between the frame pressing TAB and the next frame, semi-ouch)
int FocusRequestCurrCounterTab; // Tab item being requested for focus, stored as an index
int FocusRequestNextCounterAll; // Stored for next frame
int FocusRequestNextCounterTab; // "
int FocusRequestCurrCounterRegular; // Any item being requested for focus, stored as an index (we on layout to be stable between the frame pressing TAB and the next frame, semi-ouch)
int FocusRequestCurrCounterTabStop; // Tab item being requested for focus, stored as an index
int FocusRequestNextCounterRegular; // Stored for next frame
int FocusRequestNextCounterTabStop; // "
bool FocusTabPressed; //
// Render
@ -1287,10 +1290,6 @@ struct ImGuiContext
int TooltipOverrideCount;
ImVector<char> PrivateClipboard; // If no custom clipboard handler is defined
// Range-Select/Multi-Select
// [This is unused in this branch, but left here to facilitate merging/syncing multiple branches]
ImGuiID MultiSelectScopeId;
// Platform support
ImVec2 PlatformImePos; // Cursor position request & last passed to the OS Input Method Editor
ImVec2 PlatformImeLastPos;
@ -1385,8 +1384,8 @@ struct ImGuiContext
ViewportFrontMostStampCount = 0;
NavWindow = NULL;
NavId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0;
NavJustTabbedId = NavJustMovedToId = NavJustMovedToMultiSelectScopeId = NavNextActivateId = 0;
NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0;
NavJustTabbedId = NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;
NavInputSource = ImGuiInputSource_None;
NavScoringRectScreen = ImRect();
NavScoringCount = 0;
@ -1410,8 +1409,8 @@ struct ImGuiContext
NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None;
FocusRequestCurrWindow = FocusRequestNextWindow = NULL;
FocusRequestCurrCounterAll = FocusRequestCurrCounterTab = INT_MAX;
FocusRequestNextCounterAll = FocusRequestNextCounterTab = INT_MAX;
FocusRequestCurrCounterRegular = FocusRequestCurrCounterTabStop = INT_MAX;
FocusRequestNextCounterRegular = FocusRequestNextCounterTabStop = INT_MAX;
FocusTabPressed = false;
DimBgRatio = 0.0f;
@ -1441,8 +1440,6 @@ struct ImGuiContext
ScrollbarClickDeltaToGrabCenter = 0.0f;
TooltipOverrideCount = 0;
MultiSelectScopeId = 0;
PlatformImePos = PlatformImeLastPos = ImVec2(FLT_MAX, FLT_MAX);
PlatformImePosViewport = 0;
@ -1478,6 +1475,7 @@ struct ImGuiContext
// FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered.
struct IMGUI_API ImGuiWindowTempData
{
// Layout
ImVec2 CursorPos; // Current emitting position, in absolute coordinates.
ImVec2 CursorPosPrevLine;
ImVec2 CursorStartPos; // Initial position after Begin(), generally ~ window position + WindowPadding.
@ -1486,27 +1484,40 @@ struct IMGUI_API ImGuiWindowTempData
ImVec2 PrevLineSize;
float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added).
float PrevLineTextBaseOffset;
int TreeDepth; // Current tree depth.
ImU32 TreeMayJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary.
ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API.
ImVec1 GroupOffset;
// Last item status
ImGuiID LastItemId; // ID for last item
ImGuiItemStatusFlags LastItemStatusFlags; // Status flags for last item (see ImGuiItemStatusFlags_)
ImRect LastItemRect; // Interaction rect for last item
ImRect LastItemDisplayRect; // End-user display rect for last item (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect)
// Keyboard/Gamepad navigation
ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1)
int NavLayerCurrentMask; // = (1 << NavLayerCurrent) used by ItemAdd prior to clipping.
int NavLayerActiveMask; // Which layer have been written to (result from previous frame)
int NavLayerActiveMaskNext; // Which layer have been written to (buffer for current frame)
ImGuiID NavFocusScopeIdCurrent; // Current focus scope ID while appending
bool NavHideHighlightOneFrame;
bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f)
// Miscellaneous
bool MenuBarAppending; // FIXME: Remove this
ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs.
ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items measurement
int TreeDepth; // Current tree depth.
ImU32 TreeJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary.
ImVector<ImGuiWindow*> ChildWindows;
ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state)
ImGuiColumns* CurrentColumns; // Current columns set
ImGuiLayoutType LayoutType;
ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin()
int FocusCounterAll; // Counter for focus/tabbing system. Start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign)
int FocusCounterTab; // (same, but only count widgets which you can Tab through)
int FocusCounterRegular; // (Legacy Focus/Tabbing system) Sequential counter, start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign)
int FocusCounterTabStop; // (Legacy Focus/Tabbing system) Same, but only count widgets which you can Tab through.
// Local parameters stacks
// We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
ImGuiItemFlags ItemFlags; // == ItemFlagsStack.back() [empty == ImGuiItemFlags_Default]
float ItemWidth; // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window
@ -1517,41 +1528,39 @@ struct IMGUI_API ImGuiWindowTempData
ImVector<ImGuiGroupData>GroupStack;
short StackSizesBackup[6]; // Store size of various stacks for asserting
ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
ImVec1 GroupOffset;
ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API.
ImGuiColumns* CurrentColumns; // Current columns set
ImGuiWindowTempData()
{
CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f);
CurrLineSize = PrevLineSize = ImVec2(0.0f, 0.0f);
CurrLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f;
TreeDepth = 0;
TreeMayJumpToParentOnPopMask = 0x00;
Indent = ImVec1(0.0f);
ColumnsOffset = ImVec1(0.0f);
GroupOffset = ImVec1(0.0f);
LastItemId = 0;
LastItemStatusFlags = 0;
LastItemRect = LastItemDisplayRect = ImRect();
NavLayerActiveMask = NavLayerActiveMaskNext = 0x00;
NavLayerCurrent = ImGuiNavLayer_Main;
NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
NavFocusScopeIdCurrent = 0;
NavHideHighlightOneFrame = false;
NavHasScroll = false;
MenuBarAppending = false;
MenuBarOffset = ImVec2(0.0f, 0.0f);
TreeDepth = 0;
TreeJumpToParentOnPopMask = 0x00;
StateStorage = NULL;
CurrentColumns = NULL;
LayoutType = ParentLayoutType = ImGuiLayoutType_Vertical;
FocusCounterAll = FocusCounterTab = -1;
FocusCounterRegular = FocusCounterTabStop = -1;
ItemFlags = ImGuiItemFlags_Default_;
ItemWidth = 0.0f;
TextWrapPos = -1.0f;
memset(StackSizesBackup, 0, sizeof(StackSizesBackup));
Indent = ImVec1(0.0f);
GroupOffset = ImVec1(0.0f);
ColumnsOffset = ImVec1(0.0f);
CurrentColumns = NULL;
}
};
@ -1629,7 +1638,6 @@ struct IMGUI_API ImGuiWindow
int LastFrameJustFocused; // Last frame number the window was made Focused.
float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there)
float ItemWidthDefault;
ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items
ImGuiStorage StateStorage;
ImVector<ImGuiColumns> ColumnsStorage;
float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale()
@ -1895,8 +1903,8 @@ namespace ImGui
IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f);
IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate);
IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again.
IMGUI_API void SetNavID(ImGuiID id, int nav_layer);
IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel);
IMGUI_API void SetNavID(ImGuiID id, int nav_layer, int focus_scope_id);
IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, int focus_scope_id, const ImRect& rect_rel);
// Inputs
// FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions.

View File

@ -3465,7 +3465,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
state = &g.InputTextState;
const bool focus_requested = FocusableItemRegister(window, id);
const bool focus_requested_by_code = focus_requested && (g.FocusRequestCurrWindow == window && g.FocusRequestCurrCounterAll == window->DC.FocusCounterAll);
const bool focus_requested_by_code = focus_requested && (g.FocusRequestCurrWindow == window && g.FocusRequestCurrCounterRegular == window->DC.FocusCounterRegular);
const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code;
const bool user_clicked = hovered && io.MouseClicked[0];
@ -5032,12 +5032,15 @@ void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags)
ImFormatString(buf, IM_ARRAYSIZE(buf), "(%d,%d,%d,%d)", cr, cg, cb, ca);
if (Selectable(buf))
SetClipboardText(buf);
if (flags & ImGuiColorEditFlags_NoAlpha)
ImFormatString(buf, IM_ARRAYSIZE(buf), "0x%02X%02X%02X", cr, cg, cb);
else
ImFormatString(buf, IM_ARRAYSIZE(buf), "0x%02X%02X%02X%02X", cr, cg, cb, ca);
ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", cr, cg, cb);
if (Selectable(buf))
SetClipboardText(buf);
if (!(flags & ImGuiColorEditFlags_NoAlpha))
{
ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", cr, cg, cb, ca);
if (Selectable(buf))
SetClipboardText(buf);
}
EndPopup();
}
@ -5276,7 +5279,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0;
bool is_open = TreeNodeBehaviorIsOpen(id, flags);
if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
window->DC.TreeMayJumpToParentOnPopMask |= (1 << window->DC.TreeDepth);
window->DC.TreeJumpToParentOnPopMask |= (1 << window->DC.TreeDepth);
bool item_add = ItemAdd(interact_bb, id);
window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDisplayRect;
@ -5319,9 +5322,9 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
bool hovered, held;
bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags);
bool toggled = false;
if (!is_leaf)
{
bool toggled = false;
if (pressed)
{
if ((flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) == 0 || (g.NavActivateId == id))
@ -5449,12 +5452,12 @@ void ImGui::TreePop()
// Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled)
if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet())
if (g.NavIdIsAlive && (window->DC.TreeMayJumpToParentOnPopMask & tree_depth_mask))
if (g.NavIdIsAlive && (window->DC.TreeJumpToParentOnPopMask & tree_depth_mask))
{
SetNavID(window->IDStack.back(), g.NavLayer);
SetNavID(window->IDStack.back(), g.NavLayer, 0);
NavMoveRequestCancel();
}
window->DC.TreeMayJumpToParentOnPopMask &= tree_depth_mask - 1;
window->DC.TreeJumpToParentOnPopMask &= tree_depth_mask - 1;
IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much.
PopID();
@ -5607,7 +5610,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent)
{
g.NavDisableHighlight = true;
SetNavID(id, window->DC.NavLayerCurrent);
SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent);
}
}
if (pressed)
@ -6084,7 +6087,7 @@ void ImGui::EndMenuBar()
const ImGuiNavLayer layer = ImGuiNavLayer_Menu;
IM_ASSERT(window->DC.NavLayerActiveMaskNext & (1 << layer)); // Sanity check
FocusWindow(window);
SetNavIDWithRectRel(window->NavLastIds[layer], layer, window->NavRectRel[layer]);
SetNavIDWithRectRel(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
g.NavLayer = layer;
g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection.
g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
@ -6181,11 +6184,11 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
{
// Menu inside a menu
popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y);
float w = window->MenuColumns.DeclColumns(label_size.x, 0.0f, IM_FLOOR(g.FontSize * 1.20f)); // Feedback to next frame
float w = window->DC.MenuColumns.DeclColumns(label_size.x, 0.0f, IM_FLOOR(g.FontSize * 1.20f)); // Feedback to next frame
float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);
pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
ImU32 text_col = GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled);
RenderArrow(window->DrawList, pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), text_col, ImGuiDir_Right);
RenderArrow(window->DrawList, pos + ImVec2(window->DC.MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), text_col, ImGuiDir_Right);
}
const bool hovered = enabled && ItemHoverable(window->DC.LastItemRect, id);
@ -6329,17 +6332,17 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, boo
else
{
ImVec2 shortcut_size = shortcut ? CalcTextSize(shortcut, NULL) : ImVec2(0.0f, 0.0f);
float w = window->MenuColumns.DeclColumns(label_size.x, shortcut_size.x, IM_FLOOR(g.FontSize * 1.20f)); // Feedback for next frame
float w = window->DC.MenuColumns.DeclColumns(label_size.x, shortcut_size.x, IM_FLOOR(g.FontSize * 1.20f)); // Feedback for next frame
float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);
pressed = Selectable(label, false, flags | ImGuiSelectableFlags_DrawFillAvailWidth, ImVec2(w, 0.0f));
if (shortcut_size.x > 0.0f)
{
PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
RenderText(pos + ImVec2(window->MenuColumns.Pos[1] + extra_w, 0.0f), shortcut, NULL, false);
RenderText(pos + ImVec2(window->DC.MenuColumns.Pos[1] + extra_w, 0.0f), shortcut, NULL, false);
PopStyleColor();
}
if (selected)
RenderCheckMark(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled), g.FontSize * 0.866f);
RenderCheckMark(pos + ImVec2(window->DC.MenuColumns.Pos[2] + extra_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled), g.FontSize * 0.866f);
}
IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0));

View File

@ -16,3 +16,9 @@ misc/natvis/
Natvis file to describe dear imgui types in the Visual Studio debugger.
With this, types like ImVector<> will be displayed nicely in the debugger.
You can include this file a Visual Studio project file, or install it in Visual Studio folder.
misc/single_file/
Single-file header stub.
We use this to validate compiling all *.cpp files in a same compilation unit.
Users of that technique (also called "Unity builds") can generally provide this themselves,
so we don't really recommend you use this in your projects.

View File

@ -0,0 +1,17 @@
// imgui_single_file.h
// We use this to validate compiling all *.cpp files in a same compilation unit.
// Users of that technique (also called "Unity builds") can generally provide this themselves,
// so we don't really recommend you use this in your projects.
// Do this:
// #define IMGUI_IMPLEMENTATION
// Before you include this file in *one* C++ file to create the implementation.
// Using this in your project will leak the contents of imgui_internal.h and ImVec2 operators in this compilation unit.
#include "../../imgui.h"
#ifdef IMGUI_IMPLEMENTATION
#include "../../imgui.cpp"
#include "../../imgui_demo.cpp"
#include "../../imgui_draw.cpp"
#include "../../imgui_widgets.cpp"
#endif