Internal: Added IsMouseDragPastThreshold(). Tweaks. Todo.

Demo: Showing how to use the format parameter of Slider/Drag functions to display the name of an enum value instead of the underlying integer value
This commit is contained in:
omar 2019-07-26 12:08:29 -07:00
parent d057550209
commit 7a26a49f08
5 changed files with 33 additions and 6 deletions

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@ -95,6 +95,8 @@ Other Changes:
also this type was added in 1.71 and not advertised as a public-facing feature). also this type was added in 1.71 and not advertised as a public-facing feature).
- Fonts: binary_to_compressed_c.cpp: Display an error message if failing to open/read the input font file. - Fonts: binary_to_compressed_c.cpp: Display an error message if failing to open/read the input font file.
- Demo: Log, Console: Using a simpler stateless pattern for auto-scrolling. - Demo: Log, Console: Using a simpler stateless pattern for auto-scrolling.
- Demo: Widgets: Showing how to use the format parameter of Slider/Drag functions to display the name
of an enum value instead of the underlying integer value.
- Backends: DX10/DX11: Backup, clear and restore Geometry Shader is any is bound when calling renderer. - Backends: DX10/DX11: Backup, clear and restore Geometry Shader is any is bound when calling renderer.
- Backends: DX11: Clear Hull Shader, Domain Shader, Compute Shader before rendering. Not backing/restoring them. - Backends: DX11: Clear Hull Shader, Domain Shader, Compute Shader before rendering. Not backing/restoring them.
- Backends: OSX: Disabled default native Mac clipboard copy/paste implementation in core library (added in 1.71), - Backends: OSX: Disabled default native Mac clipboard copy/paste implementation in core library (added in 1.71),

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@ -89,6 +89,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- input text: decorrelate layout from inputs - e.g. what's the easiest way to implement a nice IP/Mac address input editor? - input text: decorrelate layout from inputs - e.g. what's the easiest way to implement a nice IP/Mac address input editor?
- input text: global callback system so user can plug in an expression evaluator easily. (#1691) - input text: global callback system so user can plug in an expression evaluator easily. (#1691)
- input text: force scroll to end or scroll to a given line/contents (so user can implement a log or a search feature) - input text: force scroll to end or scroll to a given line/contents (so user can implement a log or a search feature)
- input text: a way to preview completion (e.g. disabled text completing from the cursor)
- input text: a side bar that could e.g. preview where errors are. probably left to the user to draw but we'd need to give them the info there. - input text: a side bar that could e.g. preview where errors are. probably left to the user to draw but we'd need to give them the info there.
- input text: a way for the user to provide syntax coloring. - input text: a way for the user to provide syntax coloring.
- input text: Shift+TAB with ImGuiInputTextFlags_AllowTabInput could eat preceding blanks, up to tab_count. - input text: Shift+TAB with ImGuiInputTextFlags_AllowTabInput could eat preceding blanks, up to tab_count.
@ -122,6 +123,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- columns: option to alternate background colors on odd/even scanlines. - columns: option to alternate background colors on odd/even scanlines.
- columns: allow columns to recurse. - columns: allow columns to recurse.
- columns: allow a same columns set to be interrupted by e.g. CollapsingHeader and resume with columns in sync when moving them. - columns: allow a same columns set to be interrupted by e.g. CollapsingHeader and resume with columns in sync when moving them.
- columns: sizing is lossy when columns width is very small (default width may turn negative etc.)
- columns: separator function or parameter that works within the column (currently Separator() bypass all columns) (#125) - columns: separator function or parameter that works within the column (currently Separator() bypass all columns) (#125)
- columns: flag to add horizontal separator above/below? - columns: flag to add horizontal separator above/below?
- columns/layout: setup minimum line height (equivalent of automatically calling AlignFirstTextHeightToWidgets) - columns/layout: setup minimum line height (equivalent of automatically calling AlignFirstTextHeightToWidgets)

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@ -4433,15 +4433,23 @@ bool ImGui::IsMouseDoubleClicked(int button)
return g.IO.MouseDoubleClicked[button]; return g.IO.MouseDoubleClicked[button];
} }
// [Internal] This doesn't test if the button is presed
bool ImGui::IsMouseDragPastThreshold(int button, float lock_threshold)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
if (lock_threshold < 0.0f)
lock_threshold = g.IO.MouseDragThreshold;
return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;
}
bool ImGui::IsMouseDragging(int button, float lock_threshold) bool ImGui::IsMouseDragging(int button, float lock_threshold)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
if (!g.IO.MouseDown[button]) if (!g.IO.MouseDown[button])
return false; return false;
if (lock_threshold < 0.0f) return IsMouseDragPastThreshold(button, lock_threshold);
lock_threshold = g.IO.MouseDragThreshold;
return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;
} }
ImVec2 ImGui::GetMousePos() ImVec2 ImGui::GetMousePos()
@ -9719,6 +9727,9 @@ void ImGui::ShowMetricsWindow(bool* p_open)
if (!node_open) if (!node_open)
return; return;
if (window && !window->WasActive)
ImGui::Text("(Note: owning Window is inactive: DrawList is not being rendered!)");
int elem_offset = 0; int elem_offset = 0;
for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.begin(); pcmd < draw_list->CmdBuffer.end(); elem_offset += pcmd->ElemCount, pcmd++) for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.begin(); pcmd < draw_list->CmdBuffer.end(); elem_offset += pcmd->ElemCount, pcmd++)
{ {

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@ -539,8 +539,19 @@ static void ShowDemoWindowWidgets()
static float f1=0.123f, f2=0.0f; static float f1=0.123f, f2=0.0f;
ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f"); ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f");
ImGui::SliderFloat("slider float (curve)", &f2, -10.0f, 10.0f, "%.4f", 2.0f); ImGui::SliderFloat("slider float (curve)", &f2, -10.0f, 10.0f, "%.4f", 2.0f);
static float angle = 0.0f; static float angle = 0.0f;
ImGui::SliderAngle("slider angle", &angle); ImGui::SliderAngle("slider angle", &angle);
// Using the format string to display a name instead of an integer.
// Here we completely omit '%d' from the format string, so it'll only display a name.
// This technique can also be used with DragInt().
enum Element { Element_Fire, Element_Earth, Element_Air, Element_Water, Element_COUNT };
const char* element_names[Element_COUNT] = { "Fire", "Earth", "Air", "Water" };
static int current_element = Element_Fire;
const char* current_element_name = (current_element >= 0 && current_element < Element_COUNT) ? element_names[current_element] : "Unknown";
ImGui::SliderInt("slider enum", &current_element, 0, Element_COUNT - 1, current_element_name);
ImGui::SameLine(); HelpMarker("Using the format string parameter to display a name instead of the underlying integer.");
} }
{ {
@ -1782,9 +1793,9 @@ static void ShowDemoWindowLayout()
ImGui::Text("SetNextItemWidth/PushItemWidth(-1)"); ImGui::Text("SetNextItemWidth/PushItemWidth(-1)");
ImGui::SameLine(); HelpMarker("Align to right edge"); ImGui::SameLine(); HelpMarker("Align to right edge");
ImGui::PushItemWidth(-1); ImGui::PushItemWidth(-1);
ImGui::DragFloat("float##5a", &f); ImGui::DragFloat("##float5a", &f);
ImGui::DragFloat("float##5b", &f); ImGui::DragFloat("##float5b", &f);
ImGui::DragFloat("float##5c", &f); ImGui::DragFloat("##float5c", &f);
ImGui::PopItemWidth(); ImGui::PopItemWidth();
ImGui::TreePop(); ImGui::TreePop();

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@ -1556,6 +1556,7 @@ namespace ImGui
IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel); IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel);
// Inputs // Inputs
inline bool IsMouseDragPastThreshold(int button, float lock_threshold = -1.0f);
inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { const int key_index = GImGui->IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; } inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { const int key_index = GImGui->IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; }
inline bool IsNavInputDown(ImGuiNavInput n) { return GImGui->IO.NavInputs[n] > 0.0f; } inline bool IsNavInputDown(ImGuiNavInput n) { return GImGui->IO.NavInputs[n] > 0.0f; }
inline bool IsNavInputPressed(ImGuiNavInput n, ImGuiInputReadMode mode) { return GetNavInputAmount(n, mode) > 0.0f; } inline bool IsNavInputPressed(ImGuiNavInput n, ImGuiInputReadMode mode) { return GetNavInputAmount(n, mode) > 0.0f; }