Merge branch 'master' into docking

# Conflicts:
#	imgui.cpp
#	imgui_internal.h
This commit is contained in:
omar 2020-02-02 21:21:54 +01:00
commit 5be649e082
9 changed files with 138 additions and 73 deletions

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@ -8,6 +8,7 @@ Changes to the examples/bindings are included within the individual .cpp files i
RELEASE NOTES: https://github.com/ocornut/imgui/releases RELEASE NOTES: https://github.com/ocornut/imgui/releases
REPORT ISSUES, ASK QUESTIONS: https://github.com/ocornut/imgui/issues REPORT ISSUES, ASK QUESTIONS: https://github.com/ocornut/imgui/issues
COMMITS HISTORY: https://github.com/ocornut/imgui/commits/master COMMITS HISTORY: https://github.com/ocornut/imgui/commits/master
FAQ https://www.dearimgui.org/faq/
WHEN TO UPDATE? WHEN TO UPDATE?
@ -103,6 +104,7 @@ Other changes:
----------------------------------------------------------------------- -----------------------------------------------------------------------
Breaking Changes: Breaking Changes:
- Removed redirecting functions/enums names that were marked obsolete in 1.53 (December 2017): - Removed redirecting functions/enums names that were marked obsolete in 1.53 (December 2017):
- ShowTestWindow() -> use ShowDemoWindow() - ShowTestWindow() -> use ShowDemoWindow()
- IsRootWindowFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow) - IsRootWindowFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow)
@ -132,8 +134,11 @@ Breaking Changes:
adding multiple points into it, you may need to fix your initial value. adding multiple points into it, you may need to fix your initial value.
Other Changes: Other Changes:
- Inputs: Added ImGuiMouseButton enum for convenience (e.g. ImGuiMouseButton_Right=1). - Inputs: Added ImGuiMouseButton enum for convenience (e.g. ImGuiMouseButton_Right=1).
We forever guarantee that the existing value will not changes so existing code is free to use 0/1/2. We forever guarantee that the existing value will not changes so existing code is free to use 0/1/2.
- Nav: Fixed a bug where the initial CTRL-Tab press while in a child window sometimes selected
the current root window instead of always selecting the previous root window. (#787)
- ColorEdit: Fix label alignment when using ImGuiColorEditFlags_NoInputs. (#2955) [@rokups] - ColorEdit: Fix label alignment when using ImGuiColorEditFlags_NoInputs. (#2955) [@rokups]
- ColorEdit: In HSV display of a RGB stored value, attempt to locally preserve Saturation - 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 when Value==0.0 (similar to changes done in 1.73 for Hue). Removed Hue editing lock since
@ -142,18 +147,23 @@ Other Changes:
- ColorEdit: "Copy As" content-menu tool shows hex values both with/without alpha when available. - ColorEdit: "Copy As" content-menu tool shows hex values both with/without alpha when available.
- MenuBar: Fix minor clipping issue where occasionally a menu text can overlap the right-most border. - MenuBar: Fix minor clipping issue where occasionally a menu text can overlap the right-most border.
- Window: Fix SetNextWindowBgAlpha(1.0f) failing to override alpha component. (#3007) [@Albog] - Window: Fix SetNextWindowBgAlpha(1.0f) failing to override alpha component. (#3007) [@Albog]
- Window: When testing for the presence of the ImGuiWindowFlags_NoBringToFrontOnFocus flag we
test both the focused/clicked window (which could be a child window) and the root window.
- ImDrawList: AddCircle(), AddCircleFilled() API can now auto-tessellate when provided a segment - ImDrawList: AddCircle(), AddCircleFilled() API can now auto-tessellate when provided a segment
count of zero. Alter tessellation quality with 'style.CircleSegmentMaxError'. [@ShironekoBen] count of zero. Alter tessellation quality with 'style.CircleSegmentMaxError'. [@ShironekoBen]
- ImDrawList: Add AddNgon(), AddNgonFilled() API with a guarantee on the explicit segment count. - 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 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 we will rework the circle rendering functions to use textures and automatic segment count
selection, those new api can fill a gap. [@ShironekoBen] selection, those new api can fill a gap. [@ShironekoBen]
- Columns: ImDrawList::Channels* functions now work inside columns. Added extra comments to
suggest using user-owned ImDrawListSplitter instead of ImDrawList functions. [@rokups]
- Misc: Added ImGuiMouseCursor_NotAllowed enum so it can be used by more shared widgets. [@rokups] - Misc: Added ImGuiMouseCursor_NotAllowed enum so it can be used by more shared widgets. [@rokups]
- Misc: Disable format checks when using stb_printf, to allow using extra formats. - Misc: Disable format checks when using stb_printf, to allow using extra formats.
Made IMGUI_USE_STB_SPRINTF a properly documented imconfig.h flag. (#2954) [@loicmolinari] Made IMGUI_USE_STB_SPRINTF a properly documented imconfig.h flag. (#2954) [@loicmolinari]
- Misc: Added misc/single_file/imgui_single_file.h, We use this to validate compiling all *.cpp - 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") 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] can generally provide this themselves, so we don't really recommend you use this. [@rokups]
- CI: Added PVS-Studio static analysis on the continuous-integration server. [@rokups]
- Backends: GLFW, SDL, Win32, OSX, Allegro: Added support for ImGuiMouseCursor_NotAllowed. [@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: 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 - Backends: SDL: Wayland: use SDL_GetMouseState (because there is no global mouse state available
@ -167,13 +177,14 @@ Other Changes:
the later may be problematic if compiling with recent Windows SDK and you want your app to run 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) on Windows 7. You can instead try linking with Xinput9_1_0.lib instead. (#2716)
- Backends: Glut: Improved FreeGLUT support for MinGW. (#3004) [@podsvirov] - Backends: Glut: Improved FreeGLUT support for MinGW. (#3004) [@podsvirov]
- CI: Added PVS-Studio static analysis on the continuous-integration server. [@rokups] - Backends: Emscripten: Avoid forcefully setting IMGUI_DISABLE_FILE_FUNCTIONS. (#3005) [@podsvirov]
- Examples: Explicitly adding -DIMGUI_IMPL_OPENGL_LOADER_GL3W to Makefile to match linking - Examples: OpenGL: 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 settings (otherwise if another loader such as Glew is accessible, the OpenGL3 backend might
automatically use it). (#2919, #2798) automatically use it). (#2919, #2798)
- Examples: OpenGL: Added support for glbindings OpenGL loader. (#2870) [@rokups]
- Examples: Emscripten: Demonstrating embedding fonts in Makefile and code. (#2953) [@Oipo]
- Examples: Metal: Wrapped main loop in @autoreleasepool block to ensure allocations get freed - Examples: Metal: Wrapped main loop in @autoreleasepool block to ensure allocations get freed
even if underlying system event loop gets paused due to app nap. (#2910, #2917) [@bear24rw] even if underlying system event loop gets paused due to app nap. (#2910, #2917) [@bear24rw]
- Examples: Added support for glbindings OpenGL loader. (#2870) [@rokups]
----------------------------------------------------------------------- -----------------------------------------------------------------------
@ -183,6 +194,7 @@ Other Changes:
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.74 Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.74
Breaking Changes: Breaking Changes:
- Removed redirecting functions/enums names that were marked obsolete in 1.52 (October 2017): - 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 - Begin() [old 5 args version] -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed
- IsRootWindowOrAnyChildHovered() -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows) - IsRootWindowOrAnyChildHovered() -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)
@ -207,6 +219,7 @@ Breaking Changes:
The value is unused in master branch but will be used by the multi-viewport feature. (#2851) [@obfuscate] The value is unused in master branch but will be used by the multi-viewport feature. (#2851) [@obfuscate]
Other Changes: Other Changes:
- InputText, Nav: Fixed Home/End key broken when activating Keyboard Navigation. (#787) - InputText, Nav: Fixed Home/End key broken when activating Keyboard Navigation. (#787)
- InputText: Filter out ASCII 127 (DEL) emitted by low-level OSX layer, as we are using the Key value. (#2578) - InputText: Filter out ASCII 127 (DEL) emitted by low-level OSX layer, as we are using the Key value. (#2578)
- Layout: Fixed a couple of subtle bounding box vertical positioning issues relating to the handling of text - Layout: Fixed a couple of subtle bounding box vertical positioning issues relating to the handling of text
@ -339,6 +352,7 @@ Other Changes:
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.72 Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.72
Breaking Changes: Breaking Changes:
- Removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): - Removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017):
- ImGuiCol_Column*, ImGuiSetCond_* enums. - ImGuiCol_Column*, ImGuiSetCond_* enums.
- IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow() functions. - IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow() functions.
@ -350,6 +364,7 @@ Breaking Changes:
Kept redirection function (will obsolete). (#581, #324) Kept redirection function (will obsolete). (#581, #324)
Other Changes: Other Changes:
- Scrolling: Made mouse-wheel scrolling lock the underlying window until the mouse is moved again or - Scrolling: Made mouse-wheel scrolling lock the underlying window until the mouse is moved again or
until a short delay expires (~2 seconds). This allow uninterrupted scroll even if child windows are until a short delay expires (~2 seconds). This allow uninterrupted scroll even if child windows are
passing under the mouse cursor. (#2604) passing under the mouse cursor. (#2604)
@ -422,6 +437,7 @@ Other Changes:
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.71 Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.71
Breaking Changes: Breaking Changes:
- IO: changed AddInputCharacter(unsigned short c) signature to AddInputCharacter(unsigned int c). - IO: changed AddInputCharacter(unsigned short c) signature to AddInputCharacter(unsigned int c).
- Renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete). - Renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
- Window: rendering of child windows outer decorations (e.g. bg color, border, scrollbars) is now - Window: rendering of child windows outer decorations (e.g. bg color, border, scrollbars) is now
@ -432,6 +448,7 @@ Breaking Changes:
to the creation of overlapping child windows. Please reach out if you are affected by this change! to the creation of overlapping child windows. Please reach out if you are affected by this change!
Other Changes: Other Changes:
- Window: clarified behavior of SetNextWindowContentSize(). Content size is defined as the size available - Window: clarified behavior of SetNextWindowContentSize(). Content size is defined as the size available
after removal of WindowPadding on each sides. So SetNextWindowContentSize(ImVec2(100,100)) + auto-resize after removal of WindowPadding on each sides. So SetNextWindowContentSize(ImVec2(100,100)) + auto-resize
will always allow submitting a 100x100 item without creating a scrollbar, regarding of WindowPadding. will always allow submitting a 100x100 item without creating a scrollbar, regarding of WindowPadding.
@ -504,6 +521,7 @@ Other Changes:
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.70 Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.70
Breaking Changes: Breaking Changes:
- ImDrawList: Improved algorithm for mitre joints on thick lines, preserving correct thickness - 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, up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines,
they will appear a little thicker now. (#2518) [@rmitton] they will appear a little thicker now. (#2518) [@rmitton]
@ -516,6 +534,7 @@ Breaking Changes:
on them but it is possible you have!). on them but it is possible you have!).
Other Changes: Other Changes:
- ImDrawList: Added ImDrawCallback_ResetRenderState, a special ImDrawList::AddCallback() value - ImDrawList: Added ImDrawCallback_ResetRenderState, a special ImDrawList::AddCallback() value
to request the renderer back-end to reset its render state. (#2037, #1639, #2452) to request the renderer back-end to reset its render state. (#2037, #1639, #2452)
Examples: Added support for ImDrawCallback_ResetRenderState in all renderer back-ends. Each Examples: Added support for ImDrawCallback_ResetRenderState in all renderer back-ends. Each

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@ -1,8 +1,10 @@
# #
# Makefile to use with emscripten # Makefile to use with emscripten
# See https://emscripten.org/docs/getting_started/downloads.html # See https://emscripten.org/docs/getting_started/downloads.html
# for installation instructions. This Makefile assumes you have # for installation instructions.
# loaded emscripten's environment. #
# This Makefile assumes you have loaded emscripten's environment.
# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
# #
# Running `make` will produce three files: # Running `make` will produce three files:
# - example_emscripten.html # - example_emscripten.html
@ -13,7 +15,6 @@
CC = emcc CC = emcc
CXX = em++ CXX = em++
EXE = example_emscripten.html EXE = example_emscripten.html
SOURCES = main.cpp SOURCES = main.cpp
SOURCES += ../imgui_impl_sdl.cpp ../imgui_impl_opengl3.cpp SOURCES += ../imgui_impl_sdl.cpp ../imgui_impl_opengl3.cpp
@ -21,21 +22,41 @@ SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s) UNAME_S := $(shell uname -s)
EMS = -s USE_SDL=2 -s WASM=1 ##---------------------------------------------------------------------
## EMSCRIPTEN OPTIONS
##---------------------------------------------------------------------
EMS += -s USE_SDL=2 -s WASM=1
EMS += -s ALLOW_MEMORY_GROWTH=1 EMS += -s ALLOW_MEMORY_GROWTH=1
EMS += -s DISABLE_EXCEPTION_CATCHING=1 -s NO_EXIT_RUNTIME=0 EMS += -s DISABLE_EXCEPTION_CATCHING=1 -s NO_EXIT_RUNTIME=0
EMS += -s ASSERTIONS=1 EMS += -s ASSERTIONS=1
EMS += -s NO_FILESYSTEM=1 -DIMGUI_DISABLE_FILE_FUNCTIONS
# Uncomment next line to fix possible rendering bugs with emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877) # Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
#EMS += -s BINARYEN_TRAP_MODE=clamp #EMS += -s BINARYEN_TRAP_MODE=clamp
#EMS += -s SAFE_HEAP=1 ## Adds overhead #EMS += -s SAFE_HEAP=1 ## Adds overhead
CPPFLAGS = -I../ -I../../ # Emscripten allows preloading a file or folder to be accessible at runtime.
# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html
# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
USE_FILE_SYSTEM ?= 0
ifeq ($(USE_FILE_SYSTEM), 0)
EMS += -s NO_FILESYSTEM=1 -DIMGUI_DISABLE_FILE_FUNCTIONS
endif
ifeq ($(USE_FILE_SYSTEM), 1)
LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
endif
##---------------------------------------------------------------------
## FINAL BUILD FLAGS
##---------------------------------------------------------------------
CPPFLAGS += -I../ -I../../
#CPPFLAGS += -g #CPPFLAGS += -g
CPPFLAGS += -Wall -Wformat -Os CPPFLAGS += -Wall -Wformat -Os
CPPFLAGS += $(EMS) CPPFLAGS += $(EMS)
LIBS = $(EMS) LIBS += $(EMS)
LDFLAGS = --shell-file shell_minimal.html LDFLAGS += --shell-file shell_minimal.html
##--------------------------------------------------------------------- ##---------------------------------------------------------------------
## BUILD RULES ## BUILD RULES

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@ -84,13 +84,16 @@ int main(int, char**)
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.txt' for more instructions and details. // - Read 'docs/FONTS.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details.
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); #ifndef IMGUI_DISABLE_FILE_FUNCTIONS
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); //io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); //io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL); //IM_ASSERT(font != NULL);
#endif
// This function call won't return, and will engage in an infinite loop, processing events from the browser, and dispatching them. // This function call won't return, and will engage in an infinite loop, processing events from the browser, and dispatching them.
emscripten_set_main_loop_arg(main_loop, NULL, 0, true); emscripten_set_main_loop_arg(main_loop, NULL, 0, true);

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@ -3992,7 +3992,7 @@ void ImGui::NewFrame()
window->Active = false; window->Active = false;
window->WriteAccessed = false; window->WriteAccessed = false;
// Garbage collect (this is totally functional but we may need decide if the side-effects are desirable) // Garbage collect transient buffers of recently unused windows
if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time) if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time)
GcCompactTransientWindowBuffers(window); GcCompactTransientWindowBuffers(window);
} }
@ -4138,7 +4138,7 @@ void ImGui::Shutdown(ImGuiContext* context)
IM_DELETE(g.Windows[i]); IM_DELETE(g.Windows[i]);
g.Windows.clear(); g.Windows.clear();
g.WindowsFocusOrder.clear(); g.WindowsFocusOrder.clear();
g.WindowsSortBuffer.clear(); g.WindowsTempSortBuffer.clear();
g.CurrentWindow = NULL; g.CurrentWindow = NULL;
g.CurrentWindowStack.clear(); g.CurrentWindowStack.clear();
g.WindowsById.Clear(); g.WindowsById.Clear();
@ -4445,19 +4445,19 @@ void ImGui::EndFrame()
// Sort the window list so that all child windows are after their parent // Sort the window list so that all child windows are after their parent
// We cannot do that on FocusWindow() because childs may not exist yet // We cannot do that on FocusWindow() because childs may not exist yet
g.WindowsSortBuffer.resize(0); g.WindowsTempSortBuffer.resize(0);
g.WindowsSortBuffer.reserve(g.Windows.Size); g.WindowsTempSortBuffer.reserve(g.Windows.Size);
for (int i = 0; i != g.Windows.Size; i++) for (int i = 0; i != g.Windows.Size; i++)
{ {
ImGuiWindow* window = g.Windows[i]; ImGuiWindow* window = g.Windows[i];
if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it
continue; continue;
AddWindowToSortBuffer(&g.WindowsSortBuffer, window); AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window);
} }
// This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong. // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong.
IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size); IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size);
g.Windows.swap(g.WindowsSortBuffer); g.Windows.swap(g.WindowsTempSortBuffer);
g.IO.MetricsActiveWindows = g.WindowsActiveCount; g.IO.MetricsActiveWindows = g.WindowsActiveCount;
// Unlock font atlas // Unlock font atlas
@ -5883,6 +5883,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
if (window_just_appearing_after_hidden_for_resize && !(flags & ImGuiWindowFlags_ChildWindow)) if (window_just_appearing_after_hidden_for_resize && !(flags & ImGuiWindowFlags_ChildWindow))
window->NavLastIds[0] = 0; window->NavLastIds[0] = 0;
// Update ->RootWindow and others pointers (before any possible call to FocusWindow)
if (first_begin_of_the_frame)
UpdateWindowParentAndRootLinks(window, flags, parent_window);
// Process SetNextWindow***() calls // Process SetNextWindow***() calls
bool window_pos_set_by_api = false; bool window_pos_set_by_api = false;
bool window_size_x_set_by_api = false, window_size_y_set_by_api = false; bool window_size_x_set_by_api = false, window_size_y_set_by_api = false;
@ -5926,8 +5930,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
{ {
// Initialize // Initialize
const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345) const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345)
UpdateWindowParentAndRootLinks(window, flags, parent_window);
window->Active = true; window->Active = true;
window->HasCloseButton = (p_open != NULL); window->HasCloseButton = (p_open != NULL);
window->ClipRect = ImVec4(-FLT_MAX,-FLT_MAX,+FLT_MAX,+FLT_MAX); window->ClipRect = ImVec4(-FLT_MAX,-FLT_MAX,+FLT_MAX,+FLT_MAX);
@ -6714,18 +6716,19 @@ void ImGui::FocusWindow(ImGuiWindow* window)
window->DockNode->TabBar->SelectedTabId = window->DockNode->TabBar->NextSelectedTabId = window->ID; window->DockNode->TabBar->SelectedTabId = window->DockNode->TabBar->NextSelectedTabId = window->ID;
// Move the root window to the top of the pile // Move the root window to the top of the pile
if (window->RootWindow) IM_ASSERT(window->RootWindow != NULL);
window = window->RootWindow; ImGuiWindow* focus_front_window = window->RootWindow; // NB: In docking branch this is window->RootWindowDockStop
ImGuiWindow* display_front_window = window->RootWindow;
// Steal focus on active widgets // Steal focus on active widgets
if (window->Flags & ImGuiWindowFlags_Popup) // FIXME: This statement should be unnecessary. Need further testing before removing it.. if (focus_front_window->Flags & ImGuiWindowFlags_Popup) // FIXME: This statement may be unnecessary? Need further testing before removing it..
if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != window) if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)
ClearActiveID(); ClearActiveID();
// Bring to front // Bring to front
BringWindowToFocusFront(window); BringWindowToFocusFront(focus_front_window);
if (!(window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) if (((window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
BringWindowToDisplayFront(window); BringWindowToDisplayFront(display_front_window);
} }
void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window) void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window)
@ -8580,7 +8583,7 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
// [SECTION] KEYBOARD/GAMEPAD NAVIGATION // [SECTION] KEYBOARD/GAMEPAD NAVIGATION
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// FIXME-NAV: The existance of SetNavID vs SetNavIDWithRectRel vs SetFocusID is incredibly messy and confusing, // FIXME-NAV: The existence of SetNavID vs SetNavIDWithRectRel vs SetFocusID is incredibly messy and confusing,
// and needs some explanation or serious refactoring. // and needs some explanation or serious refactoring.
void ImGui::SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id) void ImGui::SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id)
{ {
@ -9057,7 +9060,8 @@ static void ImGui::NavUpdate()
if (g.NavScoringCount > 0) IMGUI_DEBUG_LOG("NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); if (g.NavScoringCount > 0) IMGUI_DEBUG_LOG("NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
#endif #endif
// Set input source as Gamepad when buttons are pressed before we map Keyboard (some features differs when used with Gamepad vs Keyboard) // Set input source as Gamepad when buttons are pressed (as some features differs when used with Gamepad vs Keyboard)
// (do it before we map Keyboard input!)
bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
if (nav_gamepad_active) if (nav_gamepad_active)
@ -9528,7 +9532,7 @@ static void ImGui::NavUpdateWindowing()
if (start_windowing_with_gamepad || start_windowing_with_keyboard) if (start_windowing_with_gamepad || start_windowing_with_keyboard)
if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
{ {
g.NavWindowingTarget = g.NavWindowingTargetAnim = window; g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; // FIXME-DOCK: Will need to use RootWindowDockStop
g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f; g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true; g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true;
g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad; g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad;
@ -15319,6 +15323,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
}; };
Funcs::NodeWindows(g.Windows, "Windows"); Funcs::NodeWindows(g.Windows, "Windows");
//Funcs::NodeWindows(g.WindowsFocusOrder, "WindowsFocusOrder");
if (ImGui::TreeNode("Viewport", "Viewports (%d)", g.Viewports.Size)) if (ImGui::TreeNode("Viewport", "Viewports (%d)", g.Viewports.Size))
{ {
ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing()); ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing());

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@ -2090,8 +2090,11 @@ struct ImDrawList
IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
// Advanced: Channels // Advanced: Channels
// - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives) // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
// - Use to minimize draw calls (e.g. if going back-and-forth between multiple non-overlapping clipping rectangles, prefer to append into separate channels then merge at the end) // - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end)
// - FIXME-OBSOLETE: This API shouldn't have been in ImDrawList in the first place!
// Prefer using your own persistent copy of ImDrawListSplitter as you can stack them.
// Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
inline void ChannelsSplit(int count) { _Splitter.Split(this, count); } inline void ChannelsSplit(int count) { _Splitter.Split(this, count); }
inline void ChannelsMerge() { _Splitter.Merge(this); } inline void ChannelsMerge() { _Splitter.Merge(this); }
inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); } inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); }

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@ -1848,7 +1848,7 @@ static void ShowDemoWindowLayout()
// Child 1: no border, enable horizontal scrollbar // Child 1: no border, enable horizontal scrollbar
{ {
ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar | (disable_mouse_wheel ? ImGuiWindowFlags_NoScrollWithMouse : 0); ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar | (disable_mouse_wheel ? ImGuiWindowFlags_NoScrollWithMouse : 0);
ImGui::BeginChild("Child1", ImVec2(ImGui::GetWindowContentRegionWidth() * 0.5f, 260), false, window_flags); ImGui::BeginChild("ChildL", ImVec2(ImGui::GetWindowContentRegionWidth() * 0.5f, 260), false, window_flags);
for (int i = 0; i < 100; i++) for (int i = 0; i < 100; i++)
{ {
ImGui::Text("%04d: scrollable region", i); ImGui::Text("%04d: scrollable region", i);
@ -1866,7 +1866,7 @@ static void ShowDemoWindowLayout()
{ {
ImGuiWindowFlags window_flags = (disable_mouse_wheel ? ImGuiWindowFlags_NoScrollWithMouse : 0) | (disable_menu ? 0 : ImGuiWindowFlags_MenuBar); ImGuiWindowFlags window_flags = (disable_mouse_wheel ? ImGuiWindowFlags_NoScrollWithMouse : 0) | (disable_menu ? 0 : ImGuiWindowFlags_MenuBar);
ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f); ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f);
ImGui::BeginChild("Child2", ImVec2(0, 260), true, window_flags); ImGui::BeginChild("ChildR", ImVec2(0, 260), true, window_flags);
if (!disable_menu && ImGui::BeginMenuBar()) if (!disable_menu && ImGui::BeginMenuBar())
{ {
if (ImGui::BeginMenu("Menu")) if (ImGui::BeginMenu("Menu"))
@ -1899,7 +1899,7 @@ static void ShowDemoWindowLayout()
{ {
ImGui::SetCursorPosX(ImGui::GetCursorPosX() + 10); ImGui::SetCursorPosX(ImGui::GetCursorPosX() + 10);
ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100)); ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100));
ImGui::BeginChild("blah", ImVec2(200, 100), true, ImGuiWindowFlags_None); ImGui::BeginChild("Red", ImVec2(200, 100), true, ImGuiWindowFlags_None);
for (int n = 0; n < 50; n++) for (int n = 0; n < 50; n++)
ImGui::Text("Some test %d", n); ImGui::Text("Some test %d", n);
ImGui::EndChild(); ImGui::EndChild();

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@ -1313,7 +1313,7 @@ void ImDrawListSplitter::ClearFreeMemory()
void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count) void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count)
{ {
IM_ASSERT(_Current == 0 && _Count <= 1); IM_ASSERT(_Current == 0 && _Count <= 1 && "Nested channel splitting is not supported. Please use separate instances of ImDrawListSplitter.");
int old_channels_count = _Channels.Size; int old_channels_count = _Channels.Size;
if (old_channels_count < channels_count) if (old_channels_count < channels_count)
_Channels.resize(channels_count); _Channels.resize(channels_count);

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@ -281,9 +281,6 @@ static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs)
#endif #endif
// Helpers: File System // Helpers: File System
#if defined(__EMSCRIPTEN__) && !defined(IMGUI_DISABLE_FILE_FUNCTIONS)
#define IMGUI_DISABLE_FILE_FUNCTIONS
#endif
#ifdef IMGUI_DISABLE_FILE_FUNCTIONS #ifdef IMGUI_DISABLE_FILE_FUNCTIONS
#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS #define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
typedef void* ImFileHandle; typedef void* ImFileHandle;
@ -862,6 +859,7 @@ struct ImGuiColumns
ImRect HostClipRect; // Backup of ClipRect at the time of BeginColumns() ImRect HostClipRect; // Backup of ClipRect at the time of BeginColumns()
ImRect HostWorkRect; // Backup of WorkRect at the time of BeginColumns() ImRect HostWorkRect; // Backup of WorkRect at the time of BeginColumns()
ImVector<ImGuiColumnData> Columns; ImVector<ImGuiColumnData> Columns;
ImDrawListSplitter Splitter;
ImGuiColumns() { Clear(); } ImGuiColumns() { Clear(); }
void Clear() void Clear()
@ -1159,8 +1157,8 @@ struct ImGuiContext
// Windows state // Windows state
ImVector<ImGuiWindow*> Windows; // Windows, sorted in display order, back to front ImVector<ImGuiWindow*> Windows; // Windows, sorted in display order, back to front
ImVector<ImGuiWindow*> WindowsFocusOrder; // Windows, sorted in focus order, back to front ImVector<ImGuiWindow*> WindowsFocusOrder; // Windows, sorted in focus order, back to front. (FIXME: We could only store root windows here! Need to sort out the Docking equivalent which is RootWindowDockStop and is unfortunately a little more dynamic)
ImVector<ImGuiWindow*> WindowsSortBuffer; ImVector<ImGuiWindow*> WindowsTempSortBuffer; // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child
ImVector<ImGuiWindow*> CurrentWindowStack; ImVector<ImGuiWindow*> CurrentWindowStack;
ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow* ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow*
int WindowsActiveCount; // Number of unique windows submitted by frame int WindowsActiveCount; // Number of unique windows submitted by frame
@ -1430,7 +1428,7 @@ struct ImGuiContext
NavInitResultId = 0; NavInitResultId = 0;
NavMoveFromClampedRefRect = false; NavMoveFromClampedRefRect = false;
NavMoveRequest = false; NavMoveRequest = false;
NavMoveRequestFlags = 0; NavMoveRequestFlags = ImGuiNavMoveFlags_None;
NavMoveRequestForward = ImGuiNavForward_None; NavMoveRequestForward = ImGuiNavForward_None;
NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None; NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None;
@ -1447,11 +1445,11 @@ struct ImGuiContext
MouseCursor = ImGuiMouseCursor_Arrow; MouseCursor = ImGuiMouseCursor_Arrow;
DragDropActive = DragDropWithinSourceOrTarget = false; DragDropActive = DragDropWithinSourceOrTarget = false;
DragDropSourceFlags = 0; DragDropSourceFlags = ImGuiDragDropFlags_None;
DragDropSourceFrameCount = -1; DragDropSourceFrameCount = -1;
DragDropMouseButton = -1; DragDropMouseButton = -1;
DragDropTargetId = 0; DragDropTargetId = 0;
DragDropAcceptFlags = 0; DragDropAcceptFlags = ImGuiDragDropFlags_None;
DragDropAcceptIdCurrRectSurface = 0.0f; DragDropAcceptIdCurrRectSurface = 0.0f;
DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0; DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0;
DragDropAcceptFrameCount = -1; DragDropAcceptFrameCount = -1;
@ -1568,7 +1566,7 @@ struct IMGUI_API ImGuiWindowTempData
GroupOffset = ImVec1(0.0f); GroupOffset = ImVec1(0.0f);
LastItemId = 0; LastItemId = 0;
LastItemStatusFlags = 0; LastItemStatusFlags = ImGuiItemStatusFlags_None;
LastItemRect = LastItemDisplayRect = ImRect(); LastItemRect = LastItemDisplayRect = ImRect();
NavLayerActiveMask = NavLayerActiveMaskNext = 0x00; NavLayerActiveMask = NavLayerActiveMaskNext = 0x00;
@ -1597,7 +1595,7 @@ struct IMGUI_API ImGuiWindowTempData
// Storage for one window // Storage for one window
struct IMGUI_API ImGuiWindow struct IMGUI_API ImGuiWindow
{ {
char* Name; char* Name; // Window name, owned by the window.
ImGuiID ID; // == ImHashStr(Name) ImGuiID ID; // == ImHashStr(Name)
ImGuiWindowFlags Flags, FlagsPreviousFrame; // See enum ImGuiWindowFlags_ ImGuiWindowFlags Flags, FlagsPreviousFrame; // See enum ImGuiWindowFlags_
ImGuiWindowClass WindowClass; // Advanced users only. Set with SetNextWindowClass() ImGuiWindowClass WindowClass; // Advanced users only. Set with SetNextWindowClass()
@ -1768,7 +1766,7 @@ struct ImGuiTabItem
float Width; // Width currently displayed float Width; // Width currently displayed
float ContentWidth; // Width of actual contents, stored during BeginTabItem() call float ContentWidth; // Width of actual contents, stored during BeginTabItem() call
ImGuiTabItem() { ID = 0; Flags = 0; Window = NULL; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = ContentWidth = 0.0f; } ImGuiTabItem() { ID = 0; Flags = ImGuiTabItemFlags_None; Window = NULL; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = ContentWidth = 0.0f; }
}; };
// Storage for a tab bar (sizeof() 92~96 bytes) // Storage for a tab bar (sizeof() 92~96 bytes)
@ -1817,6 +1815,7 @@ struct ImGuiTabBar
namespace ImGui namespace ImGui
{ {
// Windows
// We should always have a CurrentWindow in the stack (there is an implicit "Debug" window) // We should always have a CurrentWindow in the stack (there is an implicit "Debug" window)
// If this ever crash because g.CurrentWindow is NULL it means that either // If this ever crash because g.CurrentWindow is NULL it means that either
// - ImGui::NewFrame() has never been called, which is illegal. // - ImGui::NewFrame() has never been called, which is illegal.
@ -1825,11 +1824,6 @@ namespace ImGui
inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; } inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; }
IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id); IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id);
IMGUI_API ImGuiWindow* FindWindowByName(const char* name); IMGUI_API ImGuiWindow* FindWindowByName(const char* name);
IMGUI_API void FocusWindow(ImGuiWindow* window);
IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window);
IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window);
IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window);
IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window);
IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window); IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window);
IMGUI_API ImVec2 CalcWindowExpectedSize(ImGuiWindow* window); IMGUI_API ImVec2 CalcWindowExpectedSize(ImGuiWindow* window);
IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent); IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent);
@ -1838,9 +1832,15 @@ namespace ImGui
IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0); IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0);
IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0);
IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0);
IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window);
IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window);
// Windows: Display Order and Focus Order
IMGUI_API void FocusWindow(ImGuiWindow* window);
IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window);
IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window);
IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window);
IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window);
// Fonts, drawing
IMGUI_API void SetCurrentFont(ImFont* font); IMGUI_API void SetCurrentFont(ImFont* font);
inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; }
inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { return GetForegroundDrawList(window->Viewport); } inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { return GetForegroundDrawList(window->Viewport); }
@ -1879,6 +1879,7 @@ namespace ImGui
// Basic Accessors // Basic Accessors
inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; } inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; }
inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemStatusFlags; }
inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; } inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; }
inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; } inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; }
IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window); IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window);
@ -1887,7 +1888,7 @@ namespace ImGui
IMGUI_API ImGuiID GetHoveredID(); IMGUI_API ImGuiID GetHoveredID();
IMGUI_API void SetHoveredID(ImGuiID id); IMGUI_API void SetHoveredID(ImGuiID id);
IMGUI_API void KeepAliveID(ImGuiID id); IMGUI_API void KeepAliveID(ImGuiID id);
IMGUI_API void MarkItemEdited(ImGuiID id); IMGUI_API void MarkItemEdited(ImGuiID id); // Mark data associated to given item as "edited", used by IsItemDeactivatedAfterEdit() function.
IMGUI_API void PushOverrideID(ImGuiID id); // Push given value at the top of the ID stack (whereas PushID combines old and new hashes) IMGUI_API void PushOverrideID(ImGuiID id); // Push given value at the top of the ID stack (whereas PushID combines old and new hashes)
// Basic Helpers for widget code // Basic Helpers for widget code
@ -2000,7 +2001,7 @@ namespace ImGui
IMGUI_API void ClearDragDrop(); IMGUI_API void ClearDragDrop();
IMGUI_API bool IsDragDropPayloadBeingAccepted(); IMGUI_API bool IsDragDropPayloadBeingAccepted();
// New Columns API (FIXME-WIP) // Internal Columns API (this is not exposed because we will encourage transitioning to the Tables api)
IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns().
IMGUI_API void EndColumns(); // close columns IMGUI_API void EndColumns(); // close columns
IMGUI_API void PushColumnClipRect(int column_index); IMGUI_API void PushColumnClipRect(int column_index);
@ -2108,6 +2109,10 @@ namespace ImGui
IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1); IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1);
IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp); IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp);
// Garbage collection
IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window);
IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window);
// Debug Tools // Debug Tools
inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(window->DC.LastItemRect.Min, window->DC.LastItemRect.Max, col); } inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(window->DC.LastItemRect.Min, window->DC.LastItemRect.Max, col); }
inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; } inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; }

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@ -3465,14 +3465,23 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
EndGroup(); EndGroup();
return false; return false;
} }
if (!BeginChildFrame(id, frame_bb.GetSize()))
// We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug.
PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]);
PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding);
PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize);
PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding);
bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding);
PopStyleVar(3);
PopStyleColor();
if (!child_visible)
{ {
EndChildFrame(); EndChild();
EndGroup(); EndGroup();
return false; return false;
} }
draw_window = g.CurrentWindow; // Child window draw_window = g.CurrentWindow; // Child window
draw_window->DC.NavLayerActiveMaskNext |= draw_window->DC.NavLayerCurrentMask; // This is to ensure that EndChild() will display a navigation highlight draw_window->DC.NavLayerActiveMaskNext |= draw_window->DC.NavLayerCurrentMask; // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it.
inner_size.x -= draw_window->ScrollbarSizes.x; inner_size.x -= draw_window->ScrollbarSizes.x;
} }
else else
@ -4161,7 +4170,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
if (is_multiline) if (is_multiline)
{ {
Dummy(text_size + ImVec2(0.0f, g.FontSize)); // Always add room to scroll an extra line Dummy(text_size + ImVec2(0.0f, g.FontSize)); // Always add room to scroll an extra line
EndChildFrame(); EndChild();
EndGroup(); EndGroup();
} }
@ -7519,7 +7528,7 @@ void ImGui::PushColumnsBackground()
ImGuiColumns* columns = window->DC.CurrentColumns; ImGuiColumns* columns = window->DC.CurrentColumns;
if (columns->Count == 1) if (columns->Count == 1)
return; return;
window->DrawList->ChannelsSetCurrent(0); columns->Splitter.SetCurrentChannel(window->DrawList, 0);
int cmd_size = window->DrawList->CmdBuffer.Size; int cmd_size = window->DrawList->CmdBuffer.Size;
PushClipRect(columns->HostClipRect.Min, columns->HostClipRect.Max, false); PushClipRect(columns->HostClipRect.Min, columns->HostClipRect.Max, false);
IM_UNUSED(cmd_size); IM_UNUSED(cmd_size);
@ -7532,7 +7541,7 @@ void ImGui::PopColumnsBackground()
ImGuiColumns* columns = window->DC.CurrentColumns; ImGuiColumns* columns = window->DC.CurrentColumns;
if (columns->Count == 1) if (columns->Count == 1)
return; return;
window->DrawList->ChannelsSetCurrent(columns->Current + 1); columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
PopClipRect(); PopClipRect();
} }
@ -7623,8 +7632,8 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag
if (columns->Count > 1) if (columns->Count > 1)
{ {
window->DrawList->ChannelsSplit(1 + columns->Count); columns->Splitter.Split(window->DrawList, 1 + columns->Count);
window->DrawList->ChannelsSetCurrent(1); columns->Splitter.SetCurrentChannel(window->DrawList, 1);
PushColumnClipRect(0); PushColumnClipRect(0);
} }
@ -7663,14 +7672,14 @@ void ImGui::NextColumn()
// Columns 1+ ignore IndentX (by canceling it out) // Columns 1+ ignore IndentX (by canceling it out)
// FIXME-COLUMNS: Unnecessary, could be locked? // FIXME-COLUMNS: Unnecessary, could be locked?
window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding; window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding;
window->DrawList->ChannelsSetCurrent(columns->Current + 1); columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
} }
else else
{ {
// New row/line // New row/line
// Column 0 honor IndentX // Column 0 honor IndentX
window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
window->DrawList->ChannelsSetCurrent(1); columns->Splitter.SetCurrentChannel(window->DrawList, 1);
columns->Current = 0; columns->Current = 0;
columns->LineMinY = columns->LineMaxY; columns->LineMinY = columns->LineMaxY;
} }
@ -7700,7 +7709,7 @@ void ImGui::EndColumns()
if (columns->Count > 1) if (columns->Count > 1)
{ {
PopClipRect(); PopClipRect();
window->DrawList->ChannelsMerge(); columns->Splitter.Merge(window->DrawList);
} }
const ImGuiColumnsFlags flags = columns->Flags; const ImGuiColumnsFlags flags = columns->Flags;