Merge branch 'master' into docking

# Conflicts:
#	docs/CHANGELOG.txt
#	examples/imgui_impl_opengl3.cpp
#	imgui_widgets.cpp
This commit is contained in:
omar
2019-02-22 12:29:18 +01:00
16 changed files with 423 additions and 315 deletions

View File

@ -1,4 +1,4 @@
// dear imgui, v1.68
// dear imgui, v1.69 WIP
// (main code and documentation)
// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
@ -58,9 +58,9 @@ CODE
// [SECTION] FORWARD DECLARATIONS
// [SECTION] CONTEXT AND MEMORY ALLOCATORS
// [SECTION] MAIN USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
// [SECTION] MISC HELPER/UTILITIES (Maths, String, Format, Hash, File functions)
// [SECTION] MISC HELPER/UTILITIES (ImText* functions)
// [SECTION] MISC HELPER/UTILITIES (Color functions)
// [SECTION] MISC HELPERS/UTILITIES (Maths, String, Format, Hash, File functions)
// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
// [SECTION] MISC HELPERS/UTILITIES (Color functions)
// [SECTION] ImGuiStorage
// [SECTION] ImGuiTextFilter
// [SECTION] ImGuiTextBuffer
@ -1262,7 +1262,7 @@ void ImGuiIO::ClearInputCharacters()
}
//-----------------------------------------------------------------------------
// [SECTION] MISC HELPER/UTILITIES (Maths, String, Format, Hash, File functions)
// [SECTION] MISC HELPERS/UTILITIES (Maths, String, Format, Hash, File functions)
//-----------------------------------------------------------------------------
ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
@ -1792,7 +1792,7 @@ int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_e
}
//-----------------------------------------------------------------------------
// [SECTION] MISC HELPER/UTILTIES (Color functions)
// [SECTION] MISC HELPERS/UTILTIES (Color functions)
// Note: The Convert functions are early design which are not consistent with other API.
//-----------------------------------------------------------------------------
@ -3807,9 +3807,7 @@ void ImGui::Shutdown(ImGuiContext* context)
IM_DELETE(g.Viewports[i]);
g.Viewports.clear();
g.PrivateClipboard.clear();
g.InputTextState.TextW.clear();
g.InputTextState.InitialText.clear();
g.InputTextState.TempBuffer.clear();
g.InputTextState.ClearFreeMemory();
for (int i = 0; i < g.SettingsWindows.Size; i++)
IM_DELETE(g.SettingsWindows[i].Name);
@ -5753,9 +5751,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Scrollbars
if (window->ScrollbarX)
Scrollbar(ImGuiLayoutType_Horizontal);
Scrollbar(ImGuiAxis_X);
if (window->ScrollbarY)
Scrollbar(ImGuiLayoutType_Vertical);
Scrollbar(ImGuiAxis_Y);
// Render resize grips (after their input handling so we don't have a frame of latency)
if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize))
@ -7131,13 +7129,13 @@ ImGuiID ImGui::GetID(const void* ptr_id)
bool ImGui::IsRectVisible(const ImVec2& size)
{
ImGuiWindow* window = GImGui->CurrentWindow;;
ImGuiWindow* window = GImGui->CurrentWindow;
return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));
}
bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
{
ImGuiWindow* window = GImGui->CurrentWindow;;
ImGuiWindow* window = GImGui->CurrentWindow;
return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));
}