mirror of
https://github.com/Drezil/imgui.git
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Misc shallow merge/sync from docking designed to faciliate cross-merging between docking and string_view.
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parent
317b33d647
commit
59b63defe5
12
imgui.cpp
12
imgui.cpp
@ -1027,7 +1027,7 @@ static void UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt);
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static void UpdateSettings();
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static bool UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);
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static void RenderWindowOuterBorders(ImGuiWindow* window);
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static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);
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static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);
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static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);
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static void RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col);
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static void RenderDimmedBackgrounds();
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@ -5765,7 +5765,7 @@ static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
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// Draw background and borders
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// Draw and handle scrollbars
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void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size)
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void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size)
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{
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ImGuiContext& g = *GImGui;
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ImGuiStyle& style = g.Style;
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@ -5830,7 +5830,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
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Scrollbar(ImGuiAxis_Y);
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// Render resize grips (after their input handling so we don't have a frame of latency)
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if (!(flags & ImGuiWindowFlags_NoResize))
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if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize))
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{
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for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
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{
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@ -5844,7 +5844,8 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
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}
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// Borders
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RenderWindowOuterBorders(window);
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if (handle_borders_and_resize_grips)
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RenderWindowOuterBorders(window);
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}
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}
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@ -6503,7 +6504,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Handle title bar, scrollbar, resize grips and resize borders
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const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
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const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight);
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RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, resize_grip_count, resize_grip_col, resize_grip_draw_size);
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const bool handle_borders_and_resize_grips = true; // This exists to facilitate merge with 'docking' branch.
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RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size);
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if (render_decorations_in_parent)
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window->DrawList = &window->DrawListInst;
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1
imgui.h
1
imgui.h
@ -783,6 +783,7 @@ namespace ImGui
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IMGUI_API int GetColumnsCount();
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// Tab Bars, Tabs
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// - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself.
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IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar
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IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!
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IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.
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@ -3017,8 +3017,9 @@ namespace ImGui
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IMGUI_API void TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int offset);
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IMGUI_API void TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, ImVec2 mouse_pos);
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IMGUI_API bool TabBarProcessReorder(ImGuiTabBar* tab_bar);
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IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags);
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IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window);
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IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker);
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IMGUI_API ImVec2 TabItemCalcSize(ImGuiWindow* window);
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IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col);
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IMGUI_API void TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped);
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@ -3048,25 +3049,27 @@ namespace ImGui
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// Widgets
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IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0);
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IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0, 0), ImGuiButtonFlags flags = 0);
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IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0);
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IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col);
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IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags);
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IMGUI_API bool CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value);
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IMGUI_API bool CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value);
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// Widgets: Window Decorations
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IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos);
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IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos);
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IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0);
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IMGUI_API void Scrollbar(ImGuiAxis axis);
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IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags flags);
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IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col);
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IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis);
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IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis);
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IMGUI_API ImGuiID GetWindowResizeCornerID(ImGuiWindow* window, int n); // 0..3: corners
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IMGUI_API ImGuiID GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir);
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IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags);
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IMGUI_API bool CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value);
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IMGUI_API bool CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value);
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// Widgets low-level behaviors
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IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0);
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IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags);
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IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb);
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IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f);
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IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f, ImU32 bg_col = 0);
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IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL);
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IMGUI_API void TreePushOverrideID(ImGuiID id);
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IMGUI_API void TreeNodeSetOpen(ImGuiID id, bool open);
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@ -1473,7 +1473,7 @@ void ImGui::Separator()
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}
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// Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise.
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bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay)
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bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay, ImU32 bg_col)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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@ -1521,7 +1521,9 @@ bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float
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}
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}
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// Render
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// Render at new position
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if (bg_col & IM_COL32_A_MASK)
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window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, bg_col, 0.0f);
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const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
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window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, 0.0f);
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@ -7303,7 +7305,7 @@ struct ImGuiTabBarSection
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namespace ImGui
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{
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static void TabBarLayout(ImGuiTabBar* tab_bar);
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static ImU32 TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label);
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static ImU32 TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window);
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static float TabBarCalcMaxTabWidth();
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static float TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling);
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static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections);
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@ -7696,9 +7698,11 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
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window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, tab_bar->BarRect.Min.x + tab_bar->WidthAllTabsIdeal);
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}
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// Dockables uses Name/ID in the global namespace. Non-dockable items use the ID stack.
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static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label)
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// Dockable windows uses Name/ID in the global namespace. Non-dockable items use the ID stack.
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static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window)
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{
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IM_ASSERT(docked_window == NULL); // master branch only
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IM_UNUSED(docked_window);
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if (tab_bar->Flags & ImGuiTabBarFlags_DockNode)
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{
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ImGuiID id = ImHashStr(label);
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@ -8005,7 +8009,7 @@ bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags f
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}
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IM_ASSERT(!(flags & ImGuiTabItemFlags_Button)); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead!
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bool ret = TabItemEx(tab_bar, label, p_open, flags);
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bool ret = TabItemEx(tab_bar, label, p_open, flags, NULL);
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if (ret && !(flags & ImGuiTabItemFlags_NoPushId))
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{
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ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx];
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@ -8046,10 +8050,10 @@ bool ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags)
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IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!");
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return false;
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}
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return TabItemEx(tab_bar, label, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder);
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return TabItemEx(tab_bar, label, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder, NULL);
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}
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bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags)
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bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window)
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{
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// Layout whole tab bar if not already done
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ImGuiContext& g = *GImGui;
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@ -8064,7 +8068,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
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return false;
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const ImGuiStyle& style = g.Style;
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const ImGuiID id = TabBarCalcTabID(tab_bar, label);
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const ImGuiID id = TabBarCalcTabID(tab_bar, label, docked_window);
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// If the user called us with *p_open == false, we early out and don't render.
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// We make a call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID.
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@ -8114,9 +8118,16 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
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tab->LastFrameVisible = g.FrameCount;
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tab->Flags = flags;
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// Append name with zero-terminator
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tab->NameOffset = (ImS32)tab_bar->TabsNames.size();
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tab_bar->TabsNames.append(label, label + strlen(label) + 1);
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// Append name _WITH_ the zero-terminator
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if (docked_window != NULL)
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{
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IM_ASSERT(docked_window == NULL); // master branch only
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}
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else
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{
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tab->NameOffset = (ImS32)tab_bar->TabsNames.size();
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tab_bar->TabsNames.append(label, label + strlen(label) + 1);
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}
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// Update selected tab
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if (!is_tab_button)
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@ -8279,7 +8290,7 @@ void ImGui::SetTabItemClosed(const char* label)
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if (is_within_manual_tab_bar)
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{
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ImGuiTabBar* tab_bar = g.CurrentTabBar;
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ImGuiID tab_id = TabBarCalcTabID(tab_bar, label);
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ImGuiID tab_id = TabBarCalcTabID(tab_bar, label, NULL);
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if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id))
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tab->WantClose = true; // Will be processed by next call to TabBarLayout()
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}
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@ -8297,6 +8308,12 @@ ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button_or_unsave
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return ImVec2(ImMin(size.x, TabBarCalcMaxTabWidth()), size.y);
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}
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ImVec2 ImGui::TabItemCalcSize(ImGuiWindow*)
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{
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IM_ASSERT(0); // This function exists to facilitate merge with 'docking' branch.
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return ImVec2(0.0f, 0.0f);
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}
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void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col)
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{
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// While rendering tabs, we trim 1 pixel off the top of our bounding box so they can fit within a regular frame height while looking "detached" from it.
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