Comments and some extra line-wrapping in demo (#3193)

This commit is contained in:
ocornut 2024-01-04 11:50:38 +01:00
parent 4758f74676
commit 7938550d52
3 changed files with 105 additions and 49 deletions

View File

@ -532,6 +532,7 @@ namespace ImGui
// Widgets: Images
// - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
// - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above.
// - Note that Image() may add +2.0f to provided size if a border is visible, ImageButton() adds style.FramePadding*2.0f to provided size.
IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& tint_col = ImVec4(1, 1, 1, 1), const ImVec4& border_col = ImVec4(0, 0, 0, 0));
IMGUI_API bool ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1));

View File

@ -54,7 +54,7 @@
// Because we can't assume anything about your support of maths operators, we cannot use them in imgui_demo.cpp.
// Navigating this file:
// - In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
// - With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
/*
@ -171,7 +171,8 @@ Index of this file:
#define IM_MAX(A, B) (((A) >= (B)) ? (A) : (B))
#define IM_CLAMP(V, MN, MX) ((V) < (MN) ? (MN) : (V) > (MX) ? (MX) : (V))
// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall
// Enforce cdecl calling convention for functions called by the standard library,
// in case compilation settings changed the default to e.g. __vectorcall
#ifndef IMGUI_CDECL
#ifdef _MSC_VER
#define IMGUI_CDECL __cdecl
@ -759,7 +760,8 @@ static void ShowDemoWindowWidgets()
static int item_current = 0;
ImGui::Combo("combo", &item_current, items, IM_ARRAYSIZE(items));
ImGui::SameLine(); HelpMarker(
"Using the simplified one-liner Combo API here.\nRefer to the \"Combo\" section below for an explanation of how to use the more flexible and general BeginCombo/EndCombo API.");
"Using the simplified one-liner Combo API here.\n"
"Refer to the \"Combo\" section below for an explanation of how to use the more flexible and general BeginCombo/EndCombo API.");
}
{
@ -770,7 +772,8 @@ static void ShowDemoWindowWidgets()
static int item_current = 1;
ImGui::ListBox("listbox", &item_current, items, IM_ARRAYSIZE(items), 4);
ImGui::SameLine(); HelpMarker(
"Using the simplified one-liner ListBox API here.\nRefer to the \"List boxes\" section below for an explanation of how to use the more flexible and general BeginListBox/EndListBox API.");
"Using the simplified one-liner ListBox API here.\n"
"Refer to the \"List boxes\" section below for an explanation of how to use the more flexible and general BeginListBox/EndListBox API.");
}
ImGui::TreePop();
@ -1088,7 +1091,7 @@ static void ShowDemoWindowWidgets()
"CJK text will only appear if the font was loaded with the appropriate CJK character ranges. "
"Call io.Fonts->AddFontFromFileTTF() manually to load extra character ranges. "
"Read docs/FONTS.md for details.");
ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); // Normally we would use u8"blah blah" with the proper characters directly in the string.
ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)");
ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)");
static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e";
//static char buf[32] = u8"NIHONGO"; // <- this is how you would write it with C++11, using real kanjis
@ -1191,9 +1194,9 @@ static void ShowDemoWindowWidgets()
ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", &flags, ImGuiComboFlags_PopupAlignLeft);
ImGui::SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo");
if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", &flags, ImGuiComboFlags_NoArrowButton))
flags &= ~ImGuiComboFlags_NoPreview; // Clear the other flag, as we cannot combine both
flags &= ~ImGuiComboFlags_NoPreview; // Clear incompatible flags
if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", &flags, ImGuiComboFlags_NoPreview))
flags &= ~(ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_WidthFitPreview); // Clear the other flag, as we cannot combine both
flags &= ~(ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_WidthFitPreview); // Clear incompatible flags
if (ImGui::CheckboxFlags("ImGuiComboFlags_WidthFitPreview", &flags, ImGuiComboFlags_WidthFitPreview))
flags &= ~ImGuiComboFlags_NoPreview;
@ -1210,7 +1213,10 @@ static void ShowDemoWindowWidgets()
// stored in the object itself, etc.)
const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" };
static int item_current_idx = 0; // Here we store our selection data as an index.
const char* combo_preview_value = items[item_current_idx]; // Pass in the preview value visible before opening the combo (it could be anything)
// Pass in the preview value visible before opening the combo (it could technically be different contents or not pulled from items[])
const char* combo_preview_value = items[item_current_idx];
if (ImGui::BeginCombo("combo 1", combo_preview_value, flags))
{
for (int n = 0; n < IM_ARRAYSIZE(items); n++)
@ -1250,8 +1256,10 @@ static void ShowDemoWindowWidgets()
IMGUI_DEMO_MARKER("Widgets/List Boxes");
if (ImGui::TreeNode("List boxes"))
{
// BeginListBox() is essentially a thin wrapper to using BeginChild()/EndChild() with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
// You may be tempted to simply use BeginChild() directly, however note that BeginChild() requires EndChild() to always be called (inconsistent with BeginListBox()/EndListBox()).
// BeginListBox() is essentially a thin wrapper to using BeginChild()/EndChild()
// using the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
// You may be tempted to simply use BeginChild() directly. However note that BeginChild() requires EndChild()
// to always be called (inconsistent with BeginListBox()/EndListBox()).
// Using the generic BeginListBox() API, you have full control over how to display the combo contents.
// (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively
@ -1570,16 +1578,21 @@ static void ShowDemoWindowWidgets()
};
static char buf1[64];
ImGui::InputText("Completion", buf1, 64, ImGuiInputTextFlags_CallbackCompletion, Funcs::MyCallback);
ImGui::SameLine(); HelpMarker("Here we append \"..\" each time Tab is pressed. See 'Examples>Console' for a more meaningful demonstration of using this callback.");
ImGui::SameLine(); HelpMarker(
"Here we append \"..\" each time Tab is pressed. "
"See 'Examples>Console' for a more meaningful demonstration of using this callback.");
static char buf2[64];
ImGui::InputText("History", buf2, 64, ImGuiInputTextFlags_CallbackHistory, Funcs::MyCallback);
ImGui::SameLine(); HelpMarker("Here we replace and select text each time Up/Down are pressed. See 'Examples>Console' for a more meaningful demonstration of using this callback.");
ImGui::SameLine(); HelpMarker(
"Here we replace and select text each time Up/Down are pressed. "
"See 'Examples>Console' for a more meaningful demonstration of using this callback.");
static char buf3[64];
static int edit_count = 0;
ImGui::InputText("Edit", buf3, 64, ImGuiInputTextFlags_CallbackEdit, Funcs::MyCallback, (void*)&edit_count);
ImGui::SameLine(); HelpMarker("Here we toggle the casing of the first character on every edit + count edits.");
ImGui::SameLine(); HelpMarker(
"Here we toggle the casing of the first character on every edit + count edits.");
ImGui::SameLine(); ImGui::Text("(%d)", edit_count);
ImGui::TreePop();
@ -1754,8 +1767,9 @@ static void ShowDemoWindowWidgets()
ImGui::EndPopup();
}
// Demo Trailing Tabs: click the "+" button to add a new tab (in your app you may want to use a font icon instead of the "+")
// Note that we submit it before the regular tabs, but because of the ImGuiTabItemFlags_Trailing flag it will always appear at the end.
// Demo Trailing Tabs: click the "+" button to add a new tab.
// (In your app you may want to use a font icon instead of the "+")
// We submit it before the regular tabs, but thanks to the ImGuiTabItemFlags_Trailing flag it will always appear at the end.
if (show_trailing_button)
if (ImGui::TabItemButton("+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip))
active_tabs.push_back(next_tab_id++); // Add new tab
@ -2039,7 +2053,8 @@ static void ShowDemoWindowWidgets()
if (ImGui::Button("Default: Float + HDR + Hue Wheel"))
ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel);
// Always both a small version of both types of pickers (to make it more visible in the demo to people who are skimming quickly through it)
// Always display a small version of both types of pickers
// (that's in order to make it more visible in the demo to people who are skimming quickly through it)
ImGui::Text("Both types:");
float w = (ImGui::GetContentRegionAvail().x - ImGui::GetStyle().ItemSpacing.y) * 0.40f;
ImGui::SetNextItemWidth(w);
@ -3381,7 +3396,9 @@ static void ShowDemoWindowLayout()
IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal contents size demo window");
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2, 0));
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 0));
HelpMarker("Test of different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\nUse 'Metrics->Tools->Show windows rectangles' to visualize rectangles.");
HelpMarker(
"Test how different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\n"
"Use 'Metrics->Tools->Show windows rectangles' to visualize rectangles.");
ImGui::Checkbox("H-scrollbar", &show_h_scrollbar);
ImGui::Checkbox("Button", &show_button); // Will grow contents size (unless explicitly overwritten)
ImGui::Checkbox("Tree nodes", &show_tree_nodes); // Will grow contents size and display highlight over full width
@ -3537,7 +3554,8 @@ static void ShowDemoWindowLayout()
HelpMarker(
"Hit-testing is by default performed in item submission order, which generally is perceived as 'back-to-front'.\n\n"
"By using SetNextItemAllowOverlap() you can notify that an item may be overlapped by another. Doing so alters the hovering logic: items using AllowOverlap mode requires an extra frame to accept hovered state.");
"By using SetNextItemAllowOverlap() you can notify that an item may be overlapped by another. "
"Doing so alters the hovering logic: items using AllowOverlap mode requires an extra frame to accept hovered state.");
ImGui::Checkbox("Enable AllowOverlap", &enable_allow_overlap);
ImVec2 button1_pos = ImGui::GetCursorScreenPos();
@ -3924,7 +3942,8 @@ struct MyItem
}
// qsort() is instable so always return a way to differenciate items.
// Your own compare function may want to avoid fallback on implicit sort specs e.g. a Name compare if it wasn't already part of the sort specs.
// Your own compare function may want to avoid fallback on implicit sort specs.
// e.g. a Name compare if it wasn't already part of the sort specs.
return (a->ID - b->ID);
}
};
@ -4107,8 +4126,9 @@ static void ShowDemoWindowTables()
// as TableNextColumn() will automatically wrap around and create new rows as needed.
// This is generally more convenient when your cells all contains the same type of data.
HelpMarker(
"Only using TableNextColumn(), which tends to be convenient for tables where every cell contains the same type of contents.\n"
"This is also more similar to the old NextColumn() function of the Columns API, and provided to facilitate the Columns->Tables API transition.");
"Only using TableNextColumn(), which tends to be convenient for tables where every cell contains "
"the same type of contents.\n This is also more similar to the old NextColumn() function of the "
"Columns API, and provided to facilitate the Columns->Tables API transition.");
if (ImGui::BeginTable("table3", 3))
{
for (int item = 0; item < 14; item++)
@ -4164,8 +4184,8 @@ static void ShowDemoWindowTables()
if (ImGui::BeginTable("table1", 3, flags))
{
// Display headers so we can inspect their interaction with borders.
// (Headers are not the main purpose of this section of the demo, so we are not elaborating on them too much. See other sections for details)
// Display headers so we can inspect their interaction with borders
// (Headers are not the main purpose of this section of the demo, so we are not elaborating on them now. See other sections for details)
if (display_headers)
{
ImGui::TableSetupColumn("One");
@ -4204,7 +4224,9 @@ static void ShowDemoWindowTables()
PushStyleCompact();
ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable);
ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV);
ImGui::SameLine(); HelpMarker("Using the _Resizable flag automatically enables the _BordersInnerV flag as well, this is why the resize borders are still showing when unchecking this.");
ImGui::SameLine(); HelpMarker(
"Using the _Resizable flag automatically enables the _BordersInnerV flag as well, "
"this is why the resize borders are still showing when unchecking this.");
PopStyleCompact();
if (ImGui::BeginTable("table1", 3, flags))
@ -4345,7 +4367,8 @@ static void ShowDemoWindowTables()
ImGui::EndTable();
}
// Use outer_size.x == 0.0f instead of default to make the table as tight as possible (only valid when no scrolling and no stretch column)
// Use outer_size.x == 0.0f instead of default to make the table as tight as possible
// (only valid when no scrolling and no stretch column)
if (ImGui::BeginTable("table2", 3, flags | ImGuiTableFlags_SizingFixedFit, ImVec2(0.0f, 0.0f)))
{
ImGui::TableSetupColumn("One");
@ -4378,7 +4401,8 @@ static void ShowDemoWindowTables()
"e.g.:\n"
"- BorderOuterV\n"
"- any form of row selection\n"
"Because of this, activating BorderOuterV sets the default to PadOuterX. Using PadOuterX or NoPadOuterX you can override the default.\n\n"
"Because of this, activating BorderOuterV sets the default to PadOuterX. "
"Using PadOuterX or NoPadOuterX you can override the default.\n\n"
"Actual padding values are using style.CellPadding.\n\n"
"In this demo we don't show horizontal borders to emphasize how they don't affect default horizontal padding.");
@ -4494,7 +4518,8 @@ static void ShowDemoWindowTables()
EditTableSizingFlags(&sizing_policy_flags[table_n]);
// To make it easier to understand the different sizing policy,
// For each policy: we display one table where the columns have equal contents width, and one where the columns have different contents width.
// For each policy: we display one table where the columns have equal contents width,
// and one where the columns have different contents width.
if (ImGui::BeginTable("table1", 3, sizing_policy_flags[table_n] | flags1))
{
for (int row = 0; row < 3; row++)
@ -4523,7 +4548,9 @@ static void ShowDemoWindowTables()
ImGui::Spacing();
ImGui::TextUnformatted("Advanced");
ImGui::SameLine();
HelpMarker("This section allows you to interact and see the effect of various sizing policies depending on whether Scroll is enabled and the contents of your columns.");
HelpMarker(
"This section allows you to interact and see the effect of various sizing policies "
"depending on whether Scroll is enabled and the contents of your columns.");
enum ContentsType { CT_ShowWidth, CT_ShortText, CT_LongText, CT_Button, CT_FillButton, CT_InputText };
static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_Resizable;
@ -4538,7 +4565,9 @@ static void ShowDemoWindowTables()
if (contents_type == CT_FillButton)
{
ImGui::SameLine();
HelpMarker("Be mindful that using right-alignment (e.g. size.x = -FLT_MIN) creates a feedback loop where contents width can feed into auto-column width can feed into contents width.");
HelpMarker(
"Be mindful that using right-alignment (e.g. size.x = -FLT_MIN) creates a feedback loop "
"where contents width can feed into auto-column width can feed into contents width.");
}
ImGui::DragInt("Columns", &column_count, 0.1f, 1, 64, "%d", ImGuiSliderFlags_AlwaysClamp);
ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable);
@ -4584,7 +4613,9 @@ static void ShowDemoWindowTables()
IMGUI_DEMO_MARKER("Tables/Vertical scrolling, with clipping");
if (ImGui::TreeNode("Vertical scrolling, with clipping"))
{
HelpMarker("Here we activate ScrollY, which will create a child window container to allow hosting scrollable contents.\n\nWe also demonstrate using ImGuiListClipper to virtualize the submission of many items.");
HelpMarker(
"Here we activate ScrollY, which will create a child window container to allow hosting scrollable contents.\n\n"
"We also demonstrate using ImGuiListClipper to virtualize the submission of many items.");
static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable;
PushStyleCompact();
@ -4630,8 +4661,9 @@ static void ShowDemoWindowTables()
HelpMarker(
"When ScrollX is enabled, the default sizing policy becomes ImGuiTableFlags_SizingFixedFit, "
"as automatically stretching columns doesn't make much sense with horizontal scrolling.\n\n"
"Also note that as of the current version, you will almost always want to enable ScrollY along with ScrollX,"
"because the container window won't automatically extend vertically to fix contents (this may be improved in future versions).");
"Also note that as of the current version, you will almost always want to enable ScrollY along with ScrollX, "
"because the container window won't automatically extend vertically to fix contents "
"(this may be improved in future versions).");
static ImGuiTableFlags flags = ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable;
static int freeze_cols = 1;
static int freeze_rows = 1;
@ -4688,7 +4720,8 @@ static void ShowDemoWindowTables()
HelpMarker(
"Showcase using Stretch columns + ScrollX together: "
"this is rather unusual and only makes sense when specifying an 'inner_width' for the table!\n"
"Without an explicit value, inner_width is == outer_size.x and therefore using Stretch columns + ScrollX together doesn't make sense.");
"Without an explicit value, inner_width is == outer_size.x and therefore using Stretch columns "
"along with ScrollX doesn't make sense.");
static ImGuiTableFlags flags2 = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody;
static float inner_width = 1000.0f;
PushStyleCompact();
@ -4746,8 +4779,9 @@ static void ShowDemoWindowTables()
}
// Create the real table we care about for the example!
// We use a scrolling table to be able to showcase the difference between the _IsEnabled and _IsVisible flags above, otherwise in
// a non-scrolling table columns are always visible (unless using ImGuiTableFlags_NoKeepColumnsVisible + resizing the parent window down)
// We use a scrolling table to be able to showcase the difference between the _IsEnabled and _IsVisible flags above,
// otherwise in a non-scrolling table columns are always visible (unless using ImGuiTableFlags_NoKeepColumnsVisible
// + resizing the parent window down).
const ImGuiTableFlags flags
= ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY
| ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV
@ -4769,7 +4803,8 @@ static void ShowDemoWindowTables()
float indent_step = (float)((int)TEXT_BASE_WIDTH / 2);
for (int row = 0; row < 8; row++)
{
ImGui::Indent(indent_step); // Add some indentation to demonstrate usage of per-column IndentEnable/IndentDisable flags.
// Add some indentation to demonstrate usage of per-column IndentEnable/IndentDisable flags.
ImGui::Indent(indent_step);
ImGui::TableNextRow();
for (int column = 0; column < column_count; column++)
{
@ -4818,7 +4853,9 @@ static void ShowDemoWindowTables()
ImGui::EndTable();
}
HelpMarker("Using TableSetupColumn() to setup explicit width.\n\nUnless _NoKeepColumnsVisible is set, fixed columns with set width may still be shrunk down if there's not enough space in the host.");
HelpMarker(
"Using TableSetupColumn() to setup explicit width.\n\nUnless _NoKeepColumnsVisible is set, "
"fixed columns with set width may still be shrunk down if there's not enough space in the host.");
static ImGuiTableFlags flags2 = ImGuiTableFlags_None;
PushStyleCompact();
@ -4828,7 +4865,8 @@ static void ShowDemoWindowTables()
PopStyleCompact();
if (ImGui::BeginTable("table2", 4, flags2))
{
// We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed.
// We could also set ImGuiTableFlags_SizingFixedFit on the table and then all columns
// will default to ImGuiTableColumnFlags_WidthFixed.
ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, 100.0f);
ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f);
ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 30.0f);
@ -4900,7 +4938,10 @@ static void ShowDemoWindowTables()
IMGUI_DEMO_MARKER("Tables/Row height");
if (ImGui::TreeNode("Row height"))
{
HelpMarker("You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top and bottom, so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\n\nWe cannot honor a _maximum_ row height as that would require a unique clipping rectangle per row.");
HelpMarker(
"You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top and bottom, "
"so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\n\n"
"We cannot honor a _maximum_ row height as that would require a unique clipping rectangle per row.");
if (ImGui::BeginTable("table_row_height", 1, ImGuiTableFlags_Borders))
{
for (int row = 0; row < 8; row++)
@ -4913,7 +4954,10 @@ static void ShowDemoWindowTables()
ImGui::EndTable();
}
HelpMarker("Showcase using SameLine(0,0) to share Current Line Height between cells.\n\nPlease note that Tables Row Height is not the same thing as Current Line Height, as a table cell may contains multiple lines.");
HelpMarker(
"Showcase using SameLine(0,0) to share Current Line Height between cells.\n\n"
"Please note that Tables Row Height is not the same thing as Current Line Height, "
"as a table cell may contains multiple lines.");
if (ImGui::BeginTable("table_share_lineheight", 2, ImGuiTableFlags_Borders))
{
ImGui::TableNextRow();
@ -5163,7 +5207,8 @@ static void ShowDemoWindowTables()
{
HelpMarker(
"Showcase using PushItemWidth() and how it is preserved on a per-column basis.\n\n"
"Note that on auto-resizing non-resizable fixed columns, querying the content width for e.g. right-alignment doesn't make sense.");
"Note that on auto-resizing non-resizable fixed columns, querying the content width for "
"e.g. right-alignment doesn't make sense.");
if (ImGui::BeginTable("table_item_width", 3, ImGuiTableFlags_Borders))
{
ImGui::TableSetupColumn("small");
@ -5302,13 +5347,16 @@ static void ShowDemoWindowTables()
ImGui::TreePop();
}
// Demonstrate creating custom context menus inside columns, while playing it nice with context menus provided by TableHeadersRow()/TableHeader()
// Demonstrate creating custom context menus inside columns,
// while playing it nice with context menus provided by TableHeadersRow()/TableHeader()
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Context menus");
if (ImGui::TreeNode("Context menus"))
{
HelpMarker("By default, right-clicking over a TableHeadersRow()/TableHeader() line will open the default context-menu.\nUsing ImGuiTableFlags_ContextMenuInBody we also allow right-clicking over columns body.");
HelpMarker(
"By default, right-clicking over a TableHeadersRow()/TableHeader() line will open the default context-menu.\n"
"Using ImGuiTableFlags_ContextMenuInBody we also allow right-clicking over columns body.");
static ImGuiTableFlags flags1 = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_ContextMenuInBody;
PushStyleCompact();
@ -5345,7 +5393,9 @@ static void ShowDemoWindowTables()
// [2.1] Right-click on the TableHeadersRow() line to open the default table context menu.
// [2.2] Right-click on the ".." to open a custom popup
// [2.3] Right-click in columns to open another custom popup
HelpMarker("Demonstrate mixing table context menu (over header), item context button (over button) and custom per-colum context menu (over column body).");
HelpMarker(
"Demonstrate mixing table context menu (over header), item context button (over button) "
"and custom per-colunm context menu (over column body).");
ImGuiTableFlags flags2 = ImGuiTableFlags_Resizable | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders;
if (ImGui::BeginTable("table_context_menu_2", COLUMNS_COUNT, flags2))
{
@ -5804,7 +5854,7 @@ static void ShowDemoWindowTables()
// Here we demonstrate marking our data set as needing to be sorted again if we modified a quantity,
// and we are currently sorting on the column showing the Quantity.
// To avoid triggering a sort while holding the button, we only trigger it when the button has been released.
// You will probably need a more advanced system in your code if you want to automatically sort when a specific entry changes.
// You will probably need some extra logic if you want to automatically sort when a specific entry changes.
if (ImGui::TableSetColumnIndex(2))
{
if (ImGui::SmallButton("Chop")) { item->Quantity += 1; }
@ -6092,8 +6142,10 @@ static void ShowDemoWindowInputs()
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDown(i)) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
ImGui::Text("Mouse wheel: %.1f", io.MouseWheel);
// We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends.
// User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END.
// We iterate both legacy native range and named ImGuiKey ranges. This is a little unusual/odd but this allows
// displaying the data for old/new backends.
// User code should never have to go through such hoops!
// You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END.
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };
ImGuiKey start_key = ImGuiKey_NamedKey_BEGIN;
@ -6132,7 +6184,8 @@ static void ShowDemoWindowInputs()
{
HelpMarker(
"Hovering the colored canvas will override io.WantCaptureXXX fields.\n"
"Notice how normally (when set to none), the value of io.WantCaptureKeyboard would be false when hovering and true when clicking.");
"Notice how normally (when set to none), the value of io.WantCaptureKeyboard would be false when hovering "
"and true when clicking.");
static int capture_override_mouse = -1;
static int capture_override_keyboard = -1;
const char* capture_override_desc[] = { "None", "Set to false", "Set to true" };

View File

@ -1007,6 +1007,8 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6
return held;
}
// - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
// - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above.
void ImGui::Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col)
{
ImGuiWindow* window = GetCurrentWindow();