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Merge branch 'master' into docking
# Conflicts: # docs/CHANGELOG.txt # examples/imgui_impl_opengl3.cpp # imgui.cpp
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@ -172,7 +172,7 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer
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#ifdef IMGUI_DEBUG_PARANOID
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#define IM_ASSERT_PARANOID(_EXPR) IM_ASSERT(_EXPR)
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#else
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#define IM_ASSERT_PARANOID(_EXPR)
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#define IM_ASSERT_PARANOID(_EXPR)
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#endif
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// Error handling
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@ -429,20 +429,22 @@ enum ImGuiButtonFlags_
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{
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ImGuiButtonFlags_None = 0,
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ImGuiButtonFlags_Repeat = 1 << 0, // hold to repeat
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ImGuiButtonFlags_PressedOnClickRelease = 1 << 1, // [Default] return true on click + release on same item
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ImGuiButtonFlags_PressedOnClick = 1 << 2, // return true on click (default requires click+release)
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ImGuiButtonFlags_PressedOnRelease = 1 << 3, // return true on release (default requires click+release)
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ImGuiButtonFlags_PressedOnDoubleClick = 1 << 4, // return true on double-click (default requires click+release)
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ImGuiButtonFlags_FlattenChildren = 1 << 5, // allow interactions even if a child window is overlapping
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ImGuiButtonFlags_AllowItemOverlap = 1 << 6, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap()
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ImGuiButtonFlags_DontClosePopups = 1 << 7, // disable automatically closing parent popup on press // [UNUSED]
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ImGuiButtonFlags_Disabled = 1 << 8, // disable interactions
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ImGuiButtonFlags_AlignTextBaseLine = 1 << 9, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine
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ImGuiButtonFlags_NoKeyModifiers = 1 << 10, // disable mouse interaction if a key modifier is held
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ImGuiButtonFlags_NoHoldingActiveID = 1 << 11, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only)
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ImGuiButtonFlags_PressedOnDragDropHold = 1 << 12, // press when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers)
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ImGuiButtonFlags_NoNavFocus = 1 << 13, // don't override navigation focus when activated
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ImGuiButtonFlags_NoHoveredOnNav = 1 << 14 // don't report as hovered when navigated on
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ImGuiButtonFlags_PressedOnClick = 1 << 1, // return true on click (mouse down event)
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ImGuiButtonFlags_PressedOnClickRelease = 1 << 2, // [Default] return true on click + release on same item <-- this is what the majority of Button are using
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ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 3, // return true on click + release even if the release event is not done while hovering the item
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ImGuiButtonFlags_PressedOnRelease = 1 << 4, // return true on release (default requires click+release)
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ImGuiButtonFlags_PressedOnDoubleClick = 1 << 5, // return true on double-click (default requires click+release)
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ImGuiButtonFlags_PressedOnDragDropHold = 1 << 6, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers)
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ImGuiButtonFlags_FlattenChildren = 1 << 7, // allow interactions even if a child window is overlapping
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ImGuiButtonFlags_AllowItemOverlap = 1 << 8, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap()
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ImGuiButtonFlags_DontClosePopups = 1 << 9, // disable automatically closing parent popup on press // [UNUSED]
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ImGuiButtonFlags_Disabled = 1 << 10, // disable interactions
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ImGuiButtonFlags_AlignTextBaseLine = 1 << 11, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine
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ImGuiButtonFlags_NoKeyModifiers = 1 << 12, // disable mouse interaction if a key modifier is held
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ImGuiButtonFlags_NoHoldingActiveID = 1 << 13, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only)
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ImGuiButtonFlags_NoNavFocus = 1 << 14, // don't override navigation focus when activated
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ImGuiButtonFlags_NoHoveredOnNav = 1 << 15, // don't report as hovered when navigated on
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ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold
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};
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enum ImGuiSliderFlags_
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@ -517,7 +519,7 @@ enum ImGuiItemStatusFlags_
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ImGuiItemStatusFlags_HasDisplayRect = 1 << 1,
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ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets)
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ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected" because reporting the change allows us to handle clipping with less issues.
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ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state.
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ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state.
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ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag.
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ImGuiItemStatusFlags_Deactivated = 1 << 6 // Only valid if ImGuiItemStatusFlags_HasDeactivated is set.
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@ -1275,6 +1277,7 @@ struct ImGuiContext
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ImGuiID TempInputTextId; // Temporary text input when CTRL+clicking on a slider, etc.
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ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets
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float ColorEditLastHue; // Backup of last Hue associated to LastColor[3], so we can restore Hue in lossy RGB<>HSV round trips
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float ColorEditLastSat; // Backup of last Saturation associated to LastColor[3], so we can restore Saturation in lossy RGB<>HSV round trips
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float ColorEditLastColor[3];
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ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker.
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bool DragCurrentAccumDirty;
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@ -1430,7 +1433,7 @@ struct ImGuiContext
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LastValidMousePos = ImVec2(0.0f, 0.0f);
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TempInputTextId = 0;
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ColorEditOptions = ImGuiColorEditFlags__OptionsDefault;
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ColorEditLastHue = 0.0f;
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ColorEditLastHue = ColorEditLastSat = 0.0f;
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ColorEditLastColor[0] = ColorEditLastColor[1] = ColorEditLastColor[2] = FLT_MAX;
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DragCurrentAccumDirty = false;
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DragCurrentAccum = 0.0f;
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