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https://github.com/Drezil/imgui.git
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Merge branch 'master' into docking
# Conflicts: # imgui.cpp # imgui_internal.h
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@ -120,7 +120,7 @@ struct ImGuiDockNode; // Docking system node (hold a list of Windo
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struct ImGuiDockNodeSettings; // Storage for a dock node in .ini file (we preserve those even if the associated dock node isn't active during the session)
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struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup()
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struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box
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struct ImGuiLastItemDataBackup; // Backup and restore IsItemHovered() internal data
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struct ImGuiLastItemData; // Status storage for last submitted items
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struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only
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struct ImGuiNavItemData; // Result of a gamepad/keyboard directional navigation move query result
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struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions
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@ -1192,6 +1192,25 @@ struct ImGuiNextItemData
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inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; } // Also cleared manually by ItemAdd()!
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};
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// Status storage for the last submitted item
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struct ImGuiLastItemData
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{
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ImGuiID ID;
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ImGuiItemFlags InFlags; // See ImGuiItemFlags_
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ImGuiItemStatusFlags StatusFlags; // See ImGuiItemStatusFlags_
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ImRect Rect;
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ImRect DisplayRect;
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ImGuiLastItemData() { memset(this, 0, sizeof(*this)); }
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};
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// Data saved for each window pushed into the stack
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struct ImGuiWindowStackData
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{
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ImGuiWindow* Window;
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ImGuiLastItemData ParentLastItemDataBackup;
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};
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struct ImGuiShrinkWidthItem
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{
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int Index;
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@ -1588,7 +1607,7 @@ struct ImGuiContext
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ImVector<ImGuiWindow*> Windows; // Windows, sorted in display order, back to front
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ImVector<ImGuiWindow*> WindowsFocusOrder; // Root windows, sorted in focus order, back to front.
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ImVector<ImGuiWindow*> WindowsTempSortBuffer; // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child
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ImVector<ImGuiWindow*> CurrentWindowStack;
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ImVector<ImGuiWindowStackData> CurrentWindowStack;
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ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow*
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int WindowsActiveCount; // Number of unique windows submitted by frame
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ImVec2 WindowsHoverPadding; // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, WINDOWS_HOVER_PADDING)
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@ -1602,7 +1621,6 @@ struct ImGuiContext
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float WheelingWindowTimer;
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// Item/widgets state and tracking information
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ImGuiItemFlags CurrentItemFlags; // == g.ItemFlagsStack.back()
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ImGuiID HoveredId; // Hovered widget, filled during the frame
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ImGuiID HoveredIdPreviousFrame;
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bool HoveredIdAllowOverlap;
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@ -1636,8 +1654,10 @@ struct ImGuiContext
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float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation.
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// Next window/item data
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ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions
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ImGuiItemFlags CurrentItemFlags; // == g.ItemFlagsStack.back()
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ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions
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ImGuiLastItemData LastItemData; // Storage for last submitted item (setup by ItemAdd)
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ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions
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// Shared stacks
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ImVector<ImGuiColorMod> ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin()
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@ -1848,7 +1868,6 @@ struct ImGuiContext
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WheelingWindow = NULL;
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WheelingWindowTimer = 0.0f;
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CurrentItemFlags = ImGuiItemFlags_None;
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HoveredId = HoveredIdPreviousFrame = 0;
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HoveredIdAllowOverlap = false;
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HoveredIdUsingMouseWheel = HoveredIdPreviousFrameUsingMouseWheel = false;
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@ -1878,6 +1897,8 @@ struct ImGuiContext
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LastActiveId = 0;
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LastActiveIdTimer = 0.0f;
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CurrentItemFlags = ImGuiItemFlags_None;
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CurrentDpiScale = 0.0f;
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CurrentViewport = NULL;
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MouseViewport = MouseLastHoveredViewport = NULL;
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@ -2002,12 +2023,6 @@ struct IMGUI_API ImGuiWindowTempData
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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.
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ImVec1 GroupOffset;
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// Last item status
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ImGuiID LastItemId; // ID for last item
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ImGuiItemStatusFlags LastItemStatusFlags; // Status flags for last item (see ImGuiItemStatusFlags_)
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ImRect LastItemRect; // Interaction rect for last item
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ImRect LastItemDisplayRect; // End-user display rect for last item (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect)
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// Keyboard/Gamepad navigation
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ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1)
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short NavLayersActiveMask; // Which layers have been written to (result from previous frame)
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@ -2177,19 +2192,6 @@ public:
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ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); }
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};
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// Backup and restore just enough data to be able to use IsItemHovered() on item A after another B in the same window has overwritten the data.
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struct ImGuiLastItemDataBackup
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{
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ImGuiID LastItemId;
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ImGuiItemStatusFlags LastItemStatusFlags;
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ImRect LastItemRect;
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ImRect LastItemDisplayRect;
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ImGuiLastItemDataBackup() { Backup(); }
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void Backup() { ImGuiWindow* window = GImGui->CurrentWindow; LastItemId = window->DC.LastItemId; LastItemStatusFlags = window->DC.LastItemStatusFlags; LastItemRect = window->DC.LastItemRect; LastItemDisplayRect = window->DC.LastItemDisplayRect; }
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void Restore() const { ImGuiWindow* window = GImGui->CurrentWindow; window->DC.LastItemId = LastItemId; window->DC.LastItemStatusFlags = LastItemStatusFlags; window->DC.LastItemRect = LastItemRect; window->DC.LastItemDisplayRect = LastItemDisplayRect; }
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};
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//-----------------------------------------------------------------------------
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// [SECTION] Tab bar, Tab item support
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//-----------------------------------------------------------------------------
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@ -2609,11 +2611,11 @@ namespace ImGui
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IMGUI_API ImVec2 ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect);
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// Basic Accessors
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inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; } // Get ID of last item (~~ often same ImGui::GetID(label) beforehand)
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inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemStatusFlags; }
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inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.LastItemData.ID; } // Get ID of last item (~~ often same ImGui::GetID(label) beforehand)
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inline ImGuiItemStatusFlags GetItemStatusFlags(){ ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; }
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inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.InFlags; }
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inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; }
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inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; }
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inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.CurrentItemFlags; }
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IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window);
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IMGUI_API void SetFocusID(ImGuiID id, ImGuiWindow* window);
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IMGUI_API void ClearActiveID();
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@ -2631,7 +2633,7 @@ namespace ImGui
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IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id);
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IMGUI_API void ItemFocusable(ImGuiWindow* window, ImGuiID id);
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IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged);
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IMGUI_API void SetLastItemData(ImGuiWindow* window, ImGuiID item_id, ImGuiItemStatusFlags status_flags, const ImRect& item_rect);
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IMGUI_API void SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect);
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IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h);
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IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);
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IMGUI_API void PushMultiItemsWidths(int components, float width_full);
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@ -2947,7 +2949,7 @@ namespace ImGui
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// Debug Tools
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IMGUI_API void ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL);
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inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(window->DC.LastItemRect.Min, window->DC.LastItemRect.Max, col); }
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inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col); }
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inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; }
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IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas);
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