Merge branch 'master' into docking

# Conflicts:
#	imgui.cpp
#	imgui_demo.cpp
This commit is contained in:
omar 2019-04-16 13:12:01 +02:00
commit 655ebe4eaf
13 changed files with 104 additions and 63 deletions

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@ -114,6 +114,7 @@ Other Changes:
- GetMouseDragDelta(): verify that mouse positions are valid otherwise returns zero.
- Inputs: Also add support for horizontal scroll with Shift+Mouse Wheel. (#2424, #1463) [@LucaRood]
- PlotLines, PlotHistogram: Ignore NaN values when calculating min/max bounds. (#2485)
- Window: Window close button is horizontally aligned with style.FramePadding.x.
- Misc: Added IM_MALLOC/IM_FREE macros mimicking IM_NEW/IM_DELETE so user doesn't need to revert
to using the ImGui::MemAlloc()/MemFree() calls directly.
- Examples: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized
@ -125,6 +126,7 @@ Other Changes:
- Examples: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like.
- Examples: Vulkan: Added ImGui_ImplVulkan_SetMinImageCount() to change min image count at runtime. (#2071) [@nathanvoglsam]
- Examples: DirectX9: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). (#2454)
- Examples: DirectX10/11/12, Allegro, Marmalade: Render functions early out when display size is zero (minimized). (#2496)
- Examples: GLUT: Fixed existing FreeGLUT example to work with regular GLUT. (#2465) [@andrewwillmott]
- Examples: GLUT: Renamed imgui_impl_freeglut.cpp/.h to imgui_impl_glut.cpp/.h. (#2465) [@andrewwillmott]
- Examples: GLUT: Made io.DeltaTime always > 0. (#2430)

1
examples/.gitignore vendored
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@ -25,6 +25,7 @@ project.xcworkspace
xcuserdata
## Emscripten output
*.o.tmp
*.out.js
*.out.wasm
example_emscripten/example_emscripten.*

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@ -24,10 +24,12 @@ UNAME_S := $(shell uname -s)
EMS = -s USE_SDL=2 -s WASM=1
EMS += -s ALLOW_MEMORY_GROWTH=1 -s BINARYEN_TRAP_MODE=clamp
EMS += -s DISABLE_EXCEPTION_CATCHING=1 -s NO_EXIT_RUNTIME=0
EMS += -s ASSERTIONS=1 -s SAFE_HEAP=1
EMS += -s ASSERTIONS=1 -s NO_FILESYSTEM=1
#EMS += -s SAFE_HEAP=1 ## Adds overhead
CPPFLAGS = -I../ -I../../
CPPFLAGS += -g -Wall -Wformat -O3
#CPPFLAGS += -g
CPPFLAGS += -Wall -Wformat -Os
CPPFLAGS += $(EMS)
LIBS = $(EMS)
LDFLAGS = --shell-file shell_minimal.html

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@ -63,6 +63,10 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
io.IniFilename = NULL;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();

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@ -64,6 +64,10 @@ struct ImDrawVertAllegro
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
// Backup Allegro state that will be modified
ALLEGRO_TRANSFORM last_transform = *al_get_current_transform();
ALLEGRO_TRANSFORM last_projection_transform = *al_get_current_projection_transform();

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@ -65,6 +65,10 @@ static void ImGui_ImplDX10_ShutdownPlatformInterface();
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
ID3D10Device* ctx = g_pd3dDevice;
// Create and grow vertex/index buffers if needed

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@ -65,6 +65,10 @@ static void ImGui_ImplDX11_ShutdownPlatformInterface();
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
ID3D11DeviceContext* ctx = g_pd3dDeviceContext;
// Create and grow vertex/index buffers if needed

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@ -66,6 +66,10 @@ static void ImGui_ImplDX12_ShutdownPlatformInterface();
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx)
{
// Avoid rendering when minimized
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
// FIXME: I'm assuming that this only gets called once per frame!
// If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
g_frameIndex = g_frameIndex + 1;

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@ -40,6 +40,10 @@ static ImVec2 g_RenderScale = ImVec2(1.0f,1.0f);
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
// Render command lists
for (int n = 0; n < draw_data->CmdListsCount; n++)
{

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

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@ -1697,7 +1697,6 @@ static void ShowDemoWindowWidgets()
if (ImGui::MenuItem("Close")) { test_window = false; }
ImGui::EndPopup();
}
//if (IsItemHovered() || IsItemActive()) { printf("[%05d] Hovered %d Active %d\n", GetFrameCount(), IsItemHovered(), IsItemActive()); } // [DEBUG]
ImGui::Text(
"IsItemHovered() after begin = %d (== is title bar hovered)\n"
"IsItemActive() after begin = %d (== is window being clicked/moved)\n",
@ -4051,7 +4050,7 @@ static void ShowExampleAppConstrainedResize(bool* p_open)
// Demonstrate creating a simple static window with no decoration + a context-menu to choose which corner of the screen to use.
static void ShowExampleAppSimpleOverlay(bool* p_open)
{
// FIXME-VIEWPORT-ABS: Select a default viewport
// FIXME-VIEWPORT: Select a default viewport
const float DISTANCE = 10.0f;
static int corner = 0;
ImGuiIO& io = ImGui::GetIO();

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@ -63,7 +63,7 @@ struct ImDrawDataBuilder; // Helper to build a ImDrawData instance
struct ImDrawListSharedData; // Data shared between all ImDrawList instances
struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it
struct ImGuiColumnData; // Storage data for a single column
struct ImGuiColumnsSet; // Storage data for a columns set
struct ImGuiColumns; // Storage data for a columns set
struct ImGuiContext; // Main imgui context
struct ImGuiDockContext; // Docking system context
struct ImGuiDockNode; // Docking system node (hold a list of Windows OR two child dock nodes)
@ -681,7 +681,7 @@ struct ImGuiColumnData
ImGuiColumnData() { OffsetNorm = OffsetNormBeforeResize = 0.0f; Flags = 0; }
};
struct ImGuiColumnsSet
struct ImGuiColumns
{
ImGuiID ID;
ImGuiColumnsFlags Flags;
@ -695,7 +695,7 @@ struct ImGuiColumnsSet
float StartMaxPosX; // Copy of CursorMaxPos
ImVector<ImGuiColumnData> Columns;
ImGuiColumnsSet() { Clear(); }
ImGuiColumns() { Clear(); }
void Clear()
{
ID = 0;
@ -1311,7 +1311,7 @@ struct IMGUI_API ImGuiWindowTempData
ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
ImVec1 GroupOffset;
ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API.
ImGuiColumnsSet* ColumnsSet; // Current columns set
ImGuiColumns* CurrentColumns; // Current columns set
ImGuiWindowTempData()
{
@ -1342,7 +1342,7 @@ struct IMGUI_API ImGuiWindowTempData
Indent = ImVec1(0.0f);
GroupOffset = ImVec1(0.0f);
ColumnsOffset = ImVec1(0.0f);
ColumnsSet = NULL;
CurrentColumns = NULL;
}
};
@ -1414,7 +1414,7 @@ struct IMGUI_API ImGuiWindow
float ItemWidthDefault;
ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items
ImGuiStorage StateStorage;
ImVector<ImGuiColumnsSet> ColumnsStorage;
ImVector<ImGuiColumns> ColumnsStorage;
float FontWindowScale; // User scale multiplier per-window
float FontDpiScale;
int SettingsIdx; // Index into SettingsWindow[] (indices are always valid as we only grow the array from the back)
@ -1711,6 +1711,8 @@ namespace ImGui
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 PushColumnClipRect(int column_index = -1);
IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count);
IMGUI_API ImGuiColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id);
// Tab Bars
IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags, ImGuiDockNode* dock_node);

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@ -1240,7 +1240,7 @@ void ImGui::Separator()
}
// Horizontal Separator
if (window->DC.ColumnsSet)
if (window->DC.CurrentColumns)
PopClipRect();
float x1 = window->Pos.x;
@ -1252,7 +1252,7 @@ void ImGui::Separator()
ItemSize(ImVec2(0.0f, 0.0f)); // NB: we don't provide our width so that it doesn't get feed back into AutoFit, we don't provide height to not alter layout.
if (!ItemAdd(bb, 0))
{
if (window->DC.ColumnsSet)
if (window->DC.CurrentColumns)
PushColumnClipRect();
return;
}
@ -1262,10 +1262,10 @@ void ImGui::Separator()
if (g.LogEnabled)
LogRenderedText(&bb.Min, "--------------------------------");
if (window->DC.ColumnsSet)
if (window->DC.CurrentColumns)
{
PushColumnClipRect();
window->DC.ColumnsSet->LineMinY = window->DC.CursorPos.y;
window->DC.CurrentColumns->LineMinY = window->DC.CursorPos.y;
}
}
@ -5337,7 +5337,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsSet) // FIXME-OPT: Avoid if vertically clipped.
if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) // FIXME-OPT: Avoid if vertically clipped.
PopClipRect();
ImGuiID id = window->GetID(label);
@ -5381,7 +5381,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
}
if (!item_add)
{
if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsSet)
if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns)
PushColumnClipRect();
return false;
}
@ -5426,7 +5426,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding);
}
if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsSet)
if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns)
{
PushColumnClipRect();
bb.Max.x -= (GetContentRegionMax().x - max_x);