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Merge branch 'master' into navigation
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6e1199c603
1
TODO.txt
1
TODO.txt
@ -232,6 +232,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- inputs: allow to pass explicit double-clicks if that's the only thing the user's backend can get them. (e.g. for windows by the CS_DBLCLKS style).
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- inputs: support track pad style scrolling & slider edit.
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- misc: make the ImGuiCond values linear (non-power-of-two). internal storage for ImGuiWindow can use integers to combine into flags.
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- misc: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL)
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- misc: provide HoveredTime and ActivatedTime to ease the creation of animations.
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- misc: fix for compilation settings where stdcall isn't the default (e.g. vectorcall) (#1230)
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19
imgui.cpp
19
imgui.cpp
@ -6505,6 +6505,7 @@ void ImGui::TextUnformatted(const char* text, const char* text_end)
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if (text_end == NULL)
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text_end = text + strlen(text); // FIXME-OPT
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const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrentLineTextBaseOffset);
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const float wrap_pos_x = window->DC.TextWrapPos;
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const bool wrap_enabled = wrap_pos_x >= 0.0f;
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if (text_end - text > 2000 && !wrap_enabled)
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@ -6515,7 +6516,6 @@ void ImGui::TextUnformatted(const char* text, const char* text_end)
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// We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line.
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const char* line = text;
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const float line_height = GetTextLineHeight();
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const ImVec2 text_pos = window->DC.CursorPos + ImVec2(0.0f, window->DC.CurrentLineTextBaseOffset);
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const ImRect clip_rect = window->ClipRect;
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ImVec2 text_size(0,0);
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@ -6589,7 +6589,6 @@ void ImGui::TextUnformatted(const char* text, const char* text_end)
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const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width);
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// Account of baseline offset
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ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrentLineTextBaseOffset);
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ImRect bb(text_pos, text_pos + text_size);
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ItemSize(text_size);
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if (!ItemAdd(bb, NULL))
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@ -6606,10 +6605,9 @@ void ImGui::AlignFirstTextHeightToWidgets()
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if (window->SkipItems)
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return;
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// Declare a dummy item size to that upcoming items that are smaller will center-align on the newly expanded line height.
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ImGuiContext& g = *GImGui;
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ItemSize(ImVec2(0, g.FontSize + g.Style.FramePadding.y*2), g.Style.FramePadding.y);
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SameLine(0, 0);
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window->DC.CurrentLineHeight = ImMax(window->DC.CurrentLineHeight, g.FontSize + g.Style.FramePadding.y * 2);
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window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.CurrentLineTextBaseOffset, g.Style.FramePadding.y);
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}
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// Add a label+text combo aligned to other label+value widgets
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@ -10391,15 +10389,18 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl
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ImVec4 col_without_alpha(col.x, col.y, col.z, 1.0f);
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float grid_step = ImMin(size.x, size.y) / 2.99f;
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float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f);
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ImRect bb_inner = bb;
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float off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middleground to reduce those artefacts.
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bb_inner.Expand(off);
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if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col.w < 1.0f)
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{
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float mid_x = (float)(int)((bb.Min.x + bb.Max.x) * 0.5f + 0.5f);
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RenderColorRectWithAlphaCheckerboard(ImVec2(bb.Min.x + grid_step, bb.Min.y), bb.Max, GetColorU32(col), grid_step, ImVec2(-grid_step, 0.0f), rounding, ImGuiCorner_TopRight|ImGuiCorner_BotRight);
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window->DrawList->AddRectFilled(bb.Min, ImVec2(mid_x, bb.Max.y), GetColorU32(col_without_alpha), rounding, ImGuiCorner_TopLeft|ImGuiCorner_BotLeft);
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float mid_x = (float)(int)((bb_inner.Min.x + bb_inner.Max.x) * 0.5f + 0.5f);
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RenderColorRectWithAlphaCheckerboard(ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col), grid_step, ImVec2(-grid_step + off, off), rounding, ImGuiCorner_TopRight|ImGuiCorner_BotRight);
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window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_without_alpha), rounding, ImGuiCorner_TopLeft|ImGuiCorner_BotLeft);
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}
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else
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{
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RenderColorRectWithAlphaCheckerboard(bb.Min, bb.Max, GetColorU32((flags & ImGuiColorEditFlags_AlphaPreview) ? col : col_without_alpha), grid_step, ImVec2(0,0), rounding);
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RenderColorRectWithAlphaCheckerboard(bb_inner.Min, bb_inner.Max, GetColorU32((flags & ImGuiColorEditFlags_AlphaPreview) ? col : col_without_alpha), grid_step, ImVec2(off, off), rounding);
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}
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RenderNavHighlight(bb, id);
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if (window->Flags & ImGuiWindowFlags_ShowBorders)
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36
imgui.h
36
imgui.h
@ -69,18 +69,18 @@ typedef unsigned int ImU32; // 32-bit unsigned integer (typically used t
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typedef unsigned int ImGuiID; // unique ID used by widgets (typically hashed from a stack of string)
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typedef unsigned short ImWchar; // character for keyboard input/display
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typedef void* ImTextureID; // user data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
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typedef int ImGuiCol; // a color identifier for styling // enum ImGuiCol_
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typedef int ImGuiStyleVar; // a variable identifier for styling // enum ImGuiStyleVar_
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typedef int ImGuiKey; // a key identifier (ImGui-side enum) // enum ImGuiKey_
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typedef int ImGuiNavInput; // an input identifier for gamepad nav // enum ImGuiNavInput_
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typedef int ImGuiColorEditFlags; // color edit flags for Color*() // enum ImGuiColorEditFlags_
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typedef int ImGuiMouseCursor; // a mouse cursor identifier // enum ImGuiMouseCursor_
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typedef int ImGuiWindowFlags; // window flags for Begin*() // enum ImGuiWindowFlags_
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typedef int ImGuiCond; // condition flags for Set*() // enum ImGuiCond_
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typedef int ImGuiColumnsFlags; // flags for *Columns*() // enum ImGuiColumnsFlags_
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typedef int ImGuiInputTextFlags; // flags for InputText*() // enum ImGuiInputTextFlags_
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typedef int ImGuiSelectableFlags; // flags for Selectable() // enum ImGuiSelectableFlags_
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typedef int ImGuiTreeNodeFlags; // flags for TreeNode*(), Collapsing*() // enum ImGuiTreeNodeFlags_
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typedef int ImGuiCol; // enum: a color identifier for styling // enum ImGuiCol_
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typedef int ImGuiStyleVar; // enum: a variable identifier for styling // enum ImGuiStyleVar_
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typedef int ImGuiKey; // enum: a key identifier (ImGui-side enum) // enum ImGuiKey_
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typedef int ImGuiNavInput; // enum: an input identifier for navigation // enum ImGuiNavInput_
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typedef int ImGuiMouseCursor; // enum: a mouse cursor identifier // enum ImGuiMouseCursor_
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typedef int ImGuiCond; // enum: a condition for Set*() // enum ImGuiCond_
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typedef int ImGuiColorEditFlags; // flags: color edit flags for Color*() // enum ImGuiColorEditFlags_
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typedef int ImGuiWindowFlags; // flags: window flags for Begin*() // enum ImGuiWindowFlags_
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typedef int ImGuiColumnsFlags; // flags: for *Columns*() // enum ImGuiColumnsFlags_
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typedef int ImGuiInputTextFlags; // flags: for InputText*() // enum ImGuiInputTextFlags_
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typedef int ImGuiSelectableFlags; // flags: for Selectable() // enum ImGuiSelectableFlags_
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typedef int ImGuiTreeNodeFlags; // flags: for TreeNode*(), Collapsing*() // enum ImGuiTreeNodeFlags_
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typedef int (*ImGuiTextEditCallback)(ImGuiTextEditCallbackData *data);
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typedef void (*ImGuiSizeConstraintCallback)(ImGuiSizeConstraintCallbackData* data);
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#ifdef _MSC_VER
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@ -767,14 +767,14 @@ enum ImGuiMouseCursor_
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ImGuiMouseCursor_Count_
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};
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// Condition flags for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions
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// All those functions treat 0 as a shortcut to ImGuiCond_Always
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// Condition for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions
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// All those functions treat 0 as a shortcut to ImGuiCond_Always. From the point of view of the user use this as an enum (don't combine multiple values into flags).
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enum ImGuiCond_
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{
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ImGuiCond_Always = 1 << 0, // Set the variable
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ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call with succeed)
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ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the window has no saved data (if doesn't exist in the .ini file)
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ImGuiCond_Appearing = 1 << 3 // Set the variable if the window is appearing after being hidden/inactive (or the first time)
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ImGuiCond_Always = 1 << 0, // Set the variable
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ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call with succeed)
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ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the window has no saved data (if doesn't exist in the .ini file)
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ImGuiCond_Appearing = 1 << 3 // Set the variable if the window is appearing after being hidden/inactive (or the first time)
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// Obsolete names (will be removed)
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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