mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-04 12:08:47 +02:00
Merge branch 'master' into docking
# Conflicts: # imgui.cpp # imgui_demo.cpp
This commit is contained in:
99
imgui.cpp
99
imgui.cpp
@ -925,7 +925,7 @@ CODE
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(The ImGuiWindowFlags_NoDecoration flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse)
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Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like.
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- You can call ImGui::GetBackgroundDrawList() or ImGui::GetForegroundDrawList() and use those draw list to display
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contents behind or over every other imgui windows. (1 bg/fg drawlist per viewport)
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contents behind or over every other imgui windows (one bg/fg drawlist per viewport).
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- You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create
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your own ImDrawListSharedData, and then call your rendered code with your own ImDrawList or ImDrawData data.
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@ -2277,8 +2277,8 @@ static void SetCursorPosYAndSetupDummyPrevLine(float pos_y, float line_height)
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ImGuiWindow* window = ImGui::GetCurrentWindow();
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window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage.
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window->DC.PrevLineSize.y = (line_height - GImGui->Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.
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if (window->DC.ColumnsSet)
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window->DC.ColumnsSet->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly
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if (window->DC.CurrentColumns)
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window->DC.CurrentColumns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly
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}
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// Use case A: Begin() called from constructor with items_height<0, then called again from Sync() in StepNo 1
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@ -2654,7 +2654,7 @@ ImGuiWindow::~ImGuiWindow()
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IM_ASSERT(DrawList == &DrawListInst);
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IM_DELETE(Name);
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for (int i = 0; i != ColumnsStorage.Size; i++)
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ColumnsStorage[i].~ImGuiColumnsSet();
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ColumnsStorage[i].~ImGuiColumns();
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}
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ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)
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@ -5957,7 +5957,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->DC.ItemFlagsStack.resize(0);
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window->DC.ItemWidthStack.resize(0);
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window->DC.TextWrapPosStack.resize(0);
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window->DC.ColumnsSet = NULL;
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window->DC.CurrentColumns = NULL;
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window->DC.TreeDepth = 0;
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window->DC.TreeDepthMayJumpToParentOnPop = 0x00;
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window->DC.StateStorage = &window->StateStorage;
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@ -6093,7 +6093,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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BeginAsDockableDragDropTarget(window);
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}
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// We fill last item data based on Title Bar or Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin().
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// We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin().
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// This is useful to allow creating context menus on title bar only, etc.
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if (window->DockIsActive)
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{
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@ -6202,7 +6202,7 @@ void ImGui::End()
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ImGuiWindow* window = g.CurrentWindow;
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if (window->DC.ColumnsSet != NULL)
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if (window->DC.CurrentColumns != NULL)
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EndColumns();
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if (!(window->Flags & ImGuiWindowFlags_DockNodeHost)) // Pop inner window clip rectangle
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PopClipRect();
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@ -6991,8 +6991,8 @@ ImVec2 ImGui::GetContentRegionMax()
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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ImVec2 mx = window->ContentsRegionRect.Max - window->Pos;
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if (window->DC.ColumnsSet)
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mx.x = GetColumnOffset(window->DC.ColumnsSet->Current + 1) - window->WindowPadding.x;
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if (window->DC.CurrentColumns)
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mx.x = GetColumnOffset(window->DC.CurrentColumns->Current + 1) - window->WindowPadding.x;
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return mx;
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}
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@ -8630,8 +8630,8 @@ static void ImGui::NavUpdate()
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if (g.NavWindow)
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{
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ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow);
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if (1) { for (int layer = 0; layer < 2; layer++) draw_list->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG]
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if (1) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255, 0, 255, 255) : IM_COL32(255, 0, 0, 255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8, -4), col, buf); }
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if (1) { for (int layer = 0; layer < 2; layer++) draw_list->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG]
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if (1) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
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}
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#endif
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}
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@ -8973,11 +8973,11 @@ void ImGui::NavUpdateWindowingList()
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void ImGui::NextColumn()
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{
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ImGuiWindow* window = GetCurrentWindow();
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if (window->SkipItems || window->DC.ColumnsSet == NULL)
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if (window->SkipItems || window->DC.CurrentColumns == NULL)
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return;
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ImGuiContext& g = *GImGui;
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ImGuiColumnsSet* columns = window->DC.ColumnsSet;
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ImGuiColumns* columns = window->DC.CurrentColumns;
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if (columns->Count == 1)
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{
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@ -9016,28 +9016,28 @@ void ImGui::NextColumn()
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int ImGui::GetColumnIndex()
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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return window->DC.ColumnsSet ? window->DC.ColumnsSet->Current : 0;
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return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0;
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}
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int ImGui::GetColumnsCount()
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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return window->DC.ColumnsSet ? window->DC.ColumnsSet->Count : 1;
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return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1;
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}
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static float OffsetNormToPixels(const ImGuiColumnsSet* columns, float offset_norm)
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static float OffsetNormToPixels(const ImGuiColumns* columns, float offset_norm)
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{
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return offset_norm * (columns->MaxX - columns->MinX);
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}
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static float PixelsToOffsetNorm(const ImGuiColumnsSet* columns, float offset)
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static float PixelsToOffsetNorm(const ImGuiColumns* columns, float offset)
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{
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return offset / (columns->MaxX - columns->MinX);
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}
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static inline float GetColumnsRectHalfWidth() { return 4.0f; }
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static float GetDraggedColumnOffset(ImGuiColumnsSet* columns, int column_index)
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static float GetDraggedColumnOffset(ImGuiColumns* columns, int column_index)
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{
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// Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing
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// window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning.
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@ -9057,7 +9057,7 @@ static float GetDraggedColumnOffset(ImGuiColumnsSet* columns, int column_index)
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float ImGui::GetColumnOffset(int column_index)
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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ImGuiColumnsSet* columns = window->DC.ColumnsSet;
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ImGuiColumns* columns = window->DC.CurrentColumns;
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IM_ASSERT(columns != NULL);
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if (column_index < 0)
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@ -9069,7 +9069,7 @@ float ImGui::GetColumnOffset(int column_index)
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return x_offset;
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}
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static float GetColumnWidthEx(ImGuiColumnsSet* columns, int column_index, bool before_resize = false)
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static float GetColumnWidthEx(ImGuiColumns* columns, int column_index, bool before_resize = false)
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{
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if (column_index < 0)
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column_index = columns->Current;
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@ -9085,7 +9085,7 @@ static float GetColumnWidthEx(ImGuiColumnsSet* columns, int column_index, bool b
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float ImGui::GetColumnWidth(int column_index)
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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ImGuiColumnsSet* columns = window->DC.ColumnsSet;
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ImGuiColumns* columns = window->DC.CurrentColumns;
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IM_ASSERT(columns != NULL);
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if (column_index < 0)
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@ -9097,7 +9097,7 @@ void ImGui::SetColumnOffset(int column_index, float offset)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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ImGuiColumnsSet* columns = window->DC.ColumnsSet;
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ImGuiColumns* columns = window->DC.CurrentColumns;
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IM_ASSERT(columns != NULL);
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if (column_index < 0)
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@ -9118,7 +9118,7 @@ void ImGui::SetColumnOffset(int column_index, float offset)
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void ImGui::SetColumnWidth(int column_index, float width)
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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ImGuiColumnsSet* columns = window->DC.ColumnsSet;
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ImGuiColumns* columns = window->DC.CurrentColumns;
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IM_ASSERT(columns != NULL);
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if (column_index < 0)
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@ -9129,46 +9129,57 @@ void ImGui::SetColumnWidth(int column_index, float width)
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void ImGui::PushColumnClipRect(int column_index)
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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ImGuiColumnsSet* columns = window->DC.ColumnsSet;
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ImGuiColumns* columns = window->DC.CurrentColumns;
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if (column_index < 0)
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column_index = columns->Current;
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PushClipRect(columns->Columns[column_index].ClipRect.Min, columns->Columns[column_index].ClipRect.Max, false);
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ImGuiColumnData* column = &columns->Columns[column_index];
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PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false);
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}
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static ImGuiColumnsSet* FindOrAddColumnsSet(ImGuiWindow* window, ImGuiID id)
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ImGuiColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id)
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{
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// We have few columns per window so for now we don't need bother much with turning this into a faster lookup.
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for (int n = 0; n < window->ColumnsStorage.Size; n++)
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if (window->ColumnsStorage[n].ID == id)
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return &window->ColumnsStorage[n];
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window->ColumnsStorage.push_back(ImGuiColumnsSet());
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ImGuiColumnsSet* columns = &window->ColumnsStorage.back();
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window->ColumnsStorage.push_back(ImGuiColumns());
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ImGuiColumns* columns = &window->ColumnsStorage.back();
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columns->ID = id;
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return columns;
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}
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ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count)
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{
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ImGuiWindow* window = GetCurrentWindow();
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// Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget.
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// In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer.
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PushID(0x11223347 + (str_id ? 0 : columns_count));
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ImGuiID id = window->GetID(str_id ? str_id : "columns");
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PopID();
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return id;
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}
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void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlags flags)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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IM_ASSERT(columns_count >= 1);
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IM_ASSERT(window->DC.ColumnsSet == NULL); // Nested columns are currently not supported
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IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported
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// Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget.
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// In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer.
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PushID(0x11223347 + (str_id ? 0 : columns_count));
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ImGuiID id = window->GetID(str_id ? str_id : "columns");
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PopID();
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ImGuiID id = GetColumnsID(str_id, columns_count);
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// Acquire storage for the columns set
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ImGuiColumnsSet* columns = FindOrAddColumnsSet(window, id);
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ImGuiColumns* columns = FindOrCreateColumns(window, id);
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IM_ASSERT(columns->ID == id);
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columns->Current = 0;
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columns->Count = columns_count;
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columns->Flags = flags;
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window->DC.ColumnsSet = columns;
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window->DC.CurrentColumns = columns;
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// Set state for first column
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const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? (window->SizeContentsExplicit.x) : (window->InnerClipRect.Max.x - window->Pos.x);
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@ -9219,7 +9230,7 @@ void ImGui::EndColumns()
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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ImGuiColumnsSet* columns = window->DC.ColumnsSet;
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ImGuiColumns* columns = window->DC.CurrentColumns;
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IM_ASSERT(columns != NULL);
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PopItemWidth();
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@ -9280,7 +9291,7 @@ void ImGui::EndColumns()
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}
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columns->IsBeingResized = is_being_resized;
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window->DC.ColumnsSet = NULL;
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window->DC.CurrentColumns = NULL;
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window->DC.ColumnsOffset.x = 0.0f;
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window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
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}
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@ -9293,10 +9304,10 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
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ImGuiColumnsFlags flags = (border ? 0 : ImGuiColumnsFlags_NoBorder);
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//flags |= ImGuiColumnsFlags_NoPreserveWidths; // NB: Legacy behavior
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if (window->DC.ColumnsSet != NULL && window->DC.ColumnsSet->Count == columns_count && window->DC.ColumnsSet->Flags == flags)
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if (window->DC.CurrentColumns != NULL && window->DC.CurrentColumns->Count == columns_count && window->DC.CurrentColumns->Flags == flags)
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return;
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if (window->DC.ColumnsSet != NULL)
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if (window->DC.CurrentColumns != NULL)
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EndColumns();
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if (columns_count != 1)
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@ -14189,7 +14200,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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{
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for (int n = 0; n < window->ColumnsStorage.Size; n++)
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{
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const ImGuiColumnsSet* columns = &window->ColumnsStorage[n];
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const ImGuiColumns* columns = &window->ColumnsStorage[n];
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if (ImGui::TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags))
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{
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ImGui::BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->MaxX - columns->MinX, columns->MinX, columns->MaxX);
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@ -14295,9 +14306,9 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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char buf[64] = "";
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char* p = buf;
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p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Order: %d\n", window->BeginOrderWithinContext);
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ImDrawList* overlay_draw_list = GetForegroundDrawList(window->Viewport);
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overlay_draw_list->AddRectFilled(window->Pos - ImVec2(1, 1), window->Pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255));
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overlay_draw_list->AddText(NULL, 0.0f, window->Pos, IM_COL32(255, 255, 255, 255), buf);
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ImDrawList* fg_draw_list = GetForegroundDrawList(window->Viewport);
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fg_draw_list->AddRectFilled(window->Pos - ImVec2(1, 1), window->Pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255));
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fg_draw_list->AddText(NULL, 0.0f, window->Pos, IM_COL32(255, 255, 255, 255), buf);
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}
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}
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ImGui::End();
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Reference in New Issue
Block a user