Merge branch 'master' into navigation

# Conflicts:
#	imgui.cpp
This commit is contained in:
omar 2018-01-19 15:42:28 +01:00
commit 8877622fa8
14 changed files with 108 additions and 92 deletions

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@ -11,7 +11,7 @@
#CXX = g++
EXE = opengl2_example
OBJS = main.o imgui_impl_glfw.o
OBJS = main.o imgui_impl_glfw_gl2.o
OBJS += ../../imgui.o ../../imgui_demo.o ../../imgui_draw.o
UNAME_S := $(shell uname -s)

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@ -16,7 +16,7 @@
// https://github.com/ocornut/imgui
#include <imgui.h>
#include "imgui_impl_glfw.h"
#include "imgui_impl_glfw_gl2.h"
// GLFW
#include <GLFW/glfw3.h>

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@ -7,7 +7,7 @@
// See imgui_impl_glfw.cpp for details.
#include <imgui.h>
#include "imgui_impl_glfw.h"
#include "imgui_impl_glfw_gl2.h"
#include <stdio.h>
#include <GLFW/glfw3.h>

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@ -153,14 +153,14 @@
<ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="..\..\imgui_demo.cpp" />
<ClCompile Include="..\..\imgui_draw.cpp" />
<ClCompile Include="imgui_impl_glfw.cpp" />
<ClCompile Include="imgui_impl_glfw_gl2.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="imgui_impl_glfw.h" />
<ClInclude Include="imgui_impl_glfw_gl2.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\README.txt" />

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@ -16,7 +16,7 @@
<ClCompile Include="..\..\imgui.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="imgui_impl_glfw.cpp">
<ClCompile Include="imgui_impl_glfw_gl2.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_demo.cpp">
@ -33,7 +33,7 @@
<ClInclude Include="..\..\imgui.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="imgui_impl_glfw.h">
<ClInclude Include="imgui_impl_glfw_gl2.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\..\imgui_internal.h">

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@ -1,3 +1,3 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
mkdir Debug
cl /nologo /Zi /MD /I ..\.. /I ..\libs\gl3w /I %SDL_DIR%\include main.cpp imgui_impl_sdl.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/sdl_opengl2_example.exe /FoDebug/ /link /libpath:%SDL_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
cl /nologo /Zi /MD /I ..\.. /I ..\libs\gl3w /I %SDL_DIR%\include main.cpp imgui_impl_sdl_gl2.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/sdl_opengl2_example.exe /FoDebug/ /link /libpath:%SDL_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console

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@ -19,7 +19,7 @@
#include <SDL_syswm.h>
#include <SDL_opengl.h>
#include <imgui.h>
#include "imgui_impl_sdl.h"
#include "imgui_impl_sdl_gl2.h"
// Data
static double g_Time = 0.0f;
@ -30,7 +30,7 @@ static GLuint g_FontTexture = 0;
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
void ImGui_ImplSdlGL2_RenderDrawLists(ImDrawData* draw_data)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
ImGuiIO& io = ImGui::GetIO();
@ -111,12 +111,12 @@ void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
}
static const char* ImGui_ImplSdl_GetClipboardText(void*)
static const char* ImGui_ImplSdlGL2_GetClipboardText(void*)
{
return SDL_GetClipboardText();
}
static void ImGui_ImplSdl_SetClipboardText(void*, const char* text)
static void ImGui_ImplSdlGL2_SetClipboardText(void*, const char* text)
{
SDL_SetClipboardText(text);
}
@ -214,7 +214,7 @@ bool ImGui_ImplSdlGL2_Init(SDL_Window* window)
io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
io.KeyMap[ImGuiKey_Insert] = SDLK_INSERT;
io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE;
io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE;
io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN;
@ -226,9 +226,9 @@ bool ImGui_ImplSdlGL2_Init(SDL_Window* window)
io.KeyMap[ImGuiKey_Y] = SDLK_y;
io.KeyMap[ImGuiKey_Z] = SDLK_z;
io.RenderDrawListsFn = ImGui_ImplSdl_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io.SetClipboardTextFn = ImGui_ImplSdl_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplSdl_GetClipboardText;
io.RenderDrawListsFn = ImGui_ImplSdlGL2_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io.SetClipboardTextFn = ImGui_ImplSdlGL2_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplSdlGL2_GetClipboardText;
io.ClipboardUserData = NULL;
#ifdef _WIN32
@ -267,26 +267,36 @@ void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window)
// Setup time step
Uint32 time = SDL_GetTicks();
double current_time = time / 1000.0;
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
g_Time = current_time;
// Setup inputs
// (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent())
// Setup mouse inputs (we already got mouse wheel, keyboard keys & characters from our event handler)
int mx, my;
Uint32 mouseMask = SDL_GetMouseState(&mx, &my);
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS)
io.MousePos = ImVec2((float)mx, (float)my);
else
io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX);
io.MouseDown[0] = g_MousePressed[0] || (mouseMask & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
io.MouseDown[1] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
io.MouseWheel = g_MouseWheel;
io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
g_MouseWheel = 0.0f;
// We need to use SDL_CaptureMouse() to easily retrieve mouse coordinates outside of the client area. This is only supported from SDL 2.0.4 (released Jan 2016)
#if (SDL_MAJOR_VERSION >= 2) && (SDL_MINOR_VERSION >= 0) && (SDL_PATCHLEVEL >= 4)
if ((SDL_GetWindowFlags(window) & (SDL_WINDOW_MOUSE_FOCUS | SDL_WINDOW_MOUSE_CAPTURE)) != 0)
io.MousePos = ImVec2((float)mx, (float)my);
bool any_mouse_button_down = false;
for (int n = 0; n < IM_ARRAYSIZE(io.MouseDown); n++)
any_mouse_button_down |= io.MouseDown[n];
if (any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) == 0)
SDL_CaptureMouse(SDL_TRUE);
if (!any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) != 0)
SDL_CaptureMouse(SDL_FALSE);
#else
if ((SDL_GetWindowFlags(window) & SDL_WINDOW_INPUT_FOCUS) != 0)
io.MousePos = ImVec2((float)mx, (float)my);
#endif
// Hide OS mouse cursor if ImGui is drawing it
SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1);

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@ -7,7 +7,7 @@
// See imgui_impl_sdl.cpp for details.
#include <imgui.h>
#include "imgui_impl_sdl.h"
#include "imgui_impl_sdl_gl2.h"
#include <stdio.h>
#include <SDL.h>
#include <SDL_opengl.h>

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@ -325,7 +325,7 @@ bool ImGui_ImplSdlGL3_Init(SDL_Window* window)
io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
io.KeyMap[ImGuiKey_Insert] = SDLK_INSERT;
io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE;
io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE;
io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN;
@ -381,23 +381,33 @@ void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window)
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
g_Time = current_time;
// Setup inputs
// (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent())
// Setup mouse inputs (we already got mouse wheel, keyboard keys & characters from our event handler)
int mx, my;
Uint32 mouseMask = SDL_GetMouseState(&mx, &my);
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS)
io.MousePos = ImVec2((float)mx, (float)my);
else
Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
io.MouseDown[0] = g_MousePressed[0] || (mouseMask & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
io.MouseDown[1] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
io.MouseWheel = g_MouseWheel;
io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
g_MouseWheel = 0.0f;
// We need to use SDL_CaptureMouse() to easily retrieve mouse coordinates outside of the client area. This is only supported from SDL 2.0.4 (released Jan 2016)
#if (SDL_MAJOR_VERSION >= 2) && (SDL_MINOR_VERSION >= 0) && (SDL_PATCHLEVEL >= 4)
if ((SDL_GetWindowFlags(window) & (SDL_WINDOW_MOUSE_FOCUS | SDL_WINDOW_MOUSE_CAPTURE)) != 0)
io.MousePos = ImVec2((float)mx, (float)my);
bool any_mouse_button_down = false;
for (int n = 0; n < IM_ARRAYSIZE(io.MouseDown); n++)
any_mouse_button_down |= io.MouseDown[n];
if (any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) == 0)
SDL_CaptureMouse(SDL_TRUE);
if (!any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) != 0)
SDL_CaptureMouse(SDL_FALSE);
#else
if ((SDL_GetWindowFlags(window) & SDL_WINDOW_INPUT_FOCUS) != 0)
io.MousePos = ImVec2((float)mx, (float)my);
#endif
// Hide OS mouse cursor if ImGui is drawing it
SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1);

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@ -3066,6 +3066,8 @@ void ImGui::NewFrame()
IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting");
IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)");
IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
for (int n = 0; n < ImGuiKey_COUNT; n++)
IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)");
// Initialize on first frame
if (!g.Initialized)
@ -3186,11 +3188,8 @@ void ImGui::NewFrame()
if (g.IO.MouseDown[0])
{
// MovingWindow = window we clicked on, could be a child window. We track it to preserve Focus and so that ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.
// actually_moving_window = MovingWindow->RootWindow.
ImGuiWindow* actually_moving_window = g.MovingWindow->RootWindow;
ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
if (actually_moving_window != g.MovingWindow)
pos += actually_moving_window->PosFloat - g.MovingWindow->PosFloat;
if (actually_moving_window->PosFloat.x != pos.x || actually_moving_window->PosFloat.y != pos.y)
{
MarkIniSettingsDirty(actually_moving_window);
@ -3778,7 +3777,7 @@ void ImGui::EndFrame()
// Set ActiveId even if the _NoMove flag is set, without it dragging away from a window with _NoMove would activate hover on other windows.
FocusWindow(g.HoveredWindow);
SetActiveID(g.HoveredWindow->MoveId, g.HoveredWindow);
g.ActiveIdClickOffset = g.IO.MousePos - g.HoveredWindow->Pos;
g.ActiveIdClickOffset = g.IO.MousePos - g.HoveredRootWindow->Pos;
if (!(g.HoveredWindow->Flags & ImGuiWindowFlags_NoMove) && !(g.HoveredRootWindow->Flags & ImGuiWindowFlags_NoMove))
{
g.MovingWindow = g.HoveredWindow;
@ -4424,6 +4423,7 @@ bool ImGui::IsMousePosValid(const ImVec2* mouse_pos)
return mouse_pos->x >= MOUSE_INVALID && mouse_pos->y >= MOUSE_INVALID;
}
// NB: This is only valid if IsMousePosValid(). Backends in theory should always keep mouse position valid when dragging even outside the client window.
ImVec2 ImGui::GetMouseDragDelta(int button, float lock_threshold)
{
ImGuiContext& g = *GImGui;
@ -5476,10 +5476,12 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// When reusing window again multiple times a frame, just append content (don't need to setup again)
if (first_begin_of_the_frame)
{
const bool is_pinned_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345)
// Initialize
window->ParentWindow = parent_window;
window->RootWindow = window->RootNonPopupWindow = window;
if (parent_window && (flags & ImGuiWindowFlags_ChildWindow))
if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !is_pinned_child_tooltip)
window->RootWindow = parent_window->RootWindow;
if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)))
window->RootNonPopupWindow = parent_window->RootNonPopupWindow;
@ -5566,12 +5568,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Apply minimum/maximum window size constraints and final size
window->SizeFull = CalcSizeAfterConstraint(window, window->SizeFull);
window->Size = window->Collapsed ? window->TitleBarRect().GetSize() : window->SizeFull;
if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup))
{
IM_ASSERT(window_size_x_set_by_api && window_size_y_set_by_api); // Submitted by BeginChild()
window->Size = window->SizeFull;
}
window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull;
// SCROLLBAR STATUS
@ -5603,8 +5600,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
{
window->BeginOrderWithinParent = parent_window->DC.ChildWindows.Size;
parent_window->DC.ChildWindows.push_back(window);
if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api)
if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !is_pinned_child_tooltip)
window->Pos = window->PosFloat = parent_window->DC.CursorPos;
}
@ -5635,7 +5631,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
}
// Position tooltip (always follows mouse)
if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api)
if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !is_pinned_child_tooltip)
{
ImVec2 ref_pos = (!g.NavDisableHighlight && g.NavDisableMouseHover) ? NavCalcPreferredMousePos() : g.IO.MousePos;
ImRect rect_to_avoid(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24, ref_pos.y + 24); // FIXME: Completely hard-coded. Store boxes in mouse cursor data? Scale? Center on cursor hit-point?
@ -5693,7 +5689,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->DrawList->Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0);
window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
ImRect fullscreen_rect(GetVisibleRect());
if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup))
if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !is_pinned_child_tooltip)
PushClipRect(parent_window->ClipRect.Min, parent_window->ClipRect.Max, true);
else
PushClipRect(fullscreen_rect.Min, fullscreen_rect.Max, true);
@ -8695,13 +8691,14 @@ bool ImGui::DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_s
float v_cur = g.DragCurrentValue;
const ImVec2 mouse_drag_delta = GetMouseDragDelta(0, 1.0f);
float adjust_delta = 0.0f;
if (g.ActiveIdSource == ImGuiInputSource_Mouse)
if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid())
{
adjust_delta = mouse_drag_delta.x - g.DragLastMouseDelta.x;
if (g.IO.KeyShift && g.DragSpeedScaleFast >= 0.0f)
adjust_delta *= g.DragSpeedScaleFast;
if (g.IO.KeyAlt && g.DragSpeedScaleSlow >= 0.0f)
adjust_delta *= g.DragSpeedScaleSlow;
g.DragLastMouseDelta.x = mouse_drag_delta.x;
}
if (g.ActiveIdSource == ImGuiInputSource_Nav)
{
@ -8709,7 +8706,6 @@ bool ImGui::DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_s
v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision));
}
adjust_delta *= v_speed;
g.DragLastMouseDelta.x = mouse_drag_delta.x;
if (fabsf(adjust_delta) > 0.0f)
{
@ -9693,10 +9689,13 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
edit_state.OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT);
}
else if (io.MouseClicked[0] && !edit_state.SelectedAllMouseLock)
{
if (hovered)
{
stb_textedit_click(&edit_state, &edit_state.StbState, mouse_x, mouse_y);
edit_state.CursorAnimReset();
}
}
else if (io.MouseDown[0] && !edit_state.SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f))
{
stb_textedit_drag(&edit_state, &edit_state.StbState, mouse_x, mouse_y);
@ -12551,7 +12550,7 @@ bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_s
cond = ImGuiCond_Always;
IM_ASSERT(type != NULL);
IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType)); // Payload type can be at most 8 characters longs
IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 12 characters long");
IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));
IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once);
IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource()

46
imgui.h
View File

@ -147,11 +147,11 @@ namespace ImGui
IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
// Window
IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // push window to the stack and start appending to it. see .cpp for details. return false when window is collapsed, so you can early out in your code. 'bool* p_open' creates a widget on the upper-right to close the window (which sets your bool to false).
IMGUI_API void End(); // finish appending to current window, pop it off the window stack.
IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // begin a scrolling region. size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). size>0.0f: fixed size. each axis can use a different mode, e.g. ImVec2(0,400).
IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // "
IMGUI_API void EndChild();
IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // push window to the stack and start appending to it. see .cpp for details. return false when window is collapsed (so you can early out in your code) but you always need to call End() regardless. 'bool* p_open' creates a widget on the upper-right to close the window (which sets your bool to false).
IMGUI_API void End(); // always call even if Begin() return false (which indicates a collapsed window)! finish appending to current window, pop it off the window stack.
IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0); // begin a scrolling region. size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). size>0.0f: fixed size. each axis can use a different mode, e.g. ImVec2(0,400).
IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0); // "
IMGUI_API void EndChild(); // always call even if BeginChild() return false (which indicates a collapsed or clipping child window)
IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
IMGUI_API float GetContentRegionAvailWidth(); //
@ -305,7 +305,7 @@ namespace ImGui
// The new BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it.
// The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose.
IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
IMGUI_API void EndCombo();
IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0"
IMGUI_API bool Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1);
@ -400,23 +400,23 @@ namespace ImGui
IMGUI_API void EndTooltip();
// Menus
IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. only call EndMainMenuBar() if this returns true!
IMGUI_API void EndMainMenuBar();
IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window). only call EndMenuBar() if this returns true!
IMGUI_API void EndMenuBar();
IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!
IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
IMGUI_API void EndMenu();
IMGUI_API void EndMenu(); // only call EndBegin() if BeginMenu() returns true!
IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment
IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL
// Popups
IMGUI_API void OpenPopup(const char* str_id); // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returned true!
IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returns true!
IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, int mouse_button = 1, bool also_over_items = true); // helper to open and begin popup when clicked on current window.
IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked in void (where there are no imgui windows).
IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // modal dialog (regular window with title bar, block interactions behind the modal window, can't close the modal window by clicking outside)
IMGUI_API void EndPopup();
IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
IMGUI_API bool OpenPopupOnItemClick(const char* str_id = NULL, int mouse_button = 1); // helper to open popup when clicked on last item. return true when just opened.
IMGUI_API bool IsPopupOpen(const char* str_id); // return true if the popup is open
IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.
@ -432,11 +432,11 @@ namespace ImGui
// Drag and Drop
// [BETA API] Missing Demo code. API may evolve.
IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0, int mouse_button = 0); // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource()
IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t size, ImGuiCond cond = 0);// type is a user defined string of maximum 8 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui.
IMGUI_API void EndDragDropSource();
IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t size, ImGuiCond cond = 0);// type is a user defined string of maximum 12 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui.
IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive an item. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
IMGUI_API void EndDragDropTarget();
IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
// Clipping
IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
@ -476,8 +476,8 @@ namespace ImGui
IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can.
IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame
IMGUI_API void EndChildFrame();
IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame
IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)
IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
@ -661,7 +661,7 @@ enum ImGuiDragDropFlags_
ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect // For peeking ahead and inspecting the payload before delivery.
};
// Standard Drag and Drop payload types. You can define you own payload types using 8-characters long strings. Types starting with '_' are defined by Dear ImGui.
// Standard Drag and Drop payload types. You can define you own payload types using 12-characters long strings. Types starting with '_' are defined by Dear ImGui.
#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3] // Standard type for colors, without alpha. User code may use this type.
#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4] // Standard type for colors. User code may use this type.
@ -916,8 +916,8 @@ struct ImGuiIO
const char* LogFilename; // = "imgui_log.txt" // Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging
int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array
float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state.
float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
bool NavMovesMouse; // = false // Directional navigation can move the mouse cursor. Updates MousePos and set WantMoveMouse=true. If enabled you MUST honor those requests in your binding, otherwise ImGui will react as if mouse is jumping around.
@ -972,7 +972,7 @@ struct ImGuiIO
bool KeyShift; // Keyboard modifier pressed: Shift
bool KeyAlt; // Keyboard modifier pressed: Alt
bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
bool KeysDown[512]; // Keyboard keys that are pressed (in whatever storage order you naturally have access to keyboard data)
bool KeysDown[512]; // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys).
ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
float NavInputs[ImGuiNavInput_COUNT];
@ -1280,7 +1280,7 @@ struct ImGuiPayload
ImGuiID SourceId; // Source item id
ImGuiID SourceParentId; // Source parent id (if available)
int DataFrameCount; // Data timestamp
char DataType[8 + 1]; // Data type tag (short user-supplied string)
char DataType[12 + 1]; // Data type tag (short user-supplied string, 12 characters max)
bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.

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@ -172,9 +172,6 @@ template <typename T> void IM_DELETE(T*& p) { if (p) { p->~T(); ImGui::MemFree(p
// Types
//-----------------------------------------------------------------------------
// Internal Drag and Drop payload types. String starting with '_' are reserved for Dear ImGui.
#define IMGUI_PAYLOAD_TYPE_DOCKABLE "_IMDOCK" // ImGuiWindow* // [Internal] Docking/tabs
enum ImGuiButtonFlags_
{
ImGuiButtonFlags_Repeat = 1 << 0, // hold to repeat
@ -375,7 +372,7 @@ struct IMGUI_API ImGuiTextEditState
void CursorClamp() { StbState.cursor = ImMin(StbState.cursor, CurLenW); StbState.select_start = ImMin(StbState.select_start, CurLenW); StbState.select_end = ImMin(StbState.select_end, CurLenW); }
bool HasSelection() const { return StbState.select_start != StbState.select_end; }
void ClearSelection() { StbState.select_start = StbState.select_end = StbState.cursor; }
void SelectAll() { StbState.select_start = 0; StbState.select_end = CurLenW; StbState.cursor = StbState.select_end; StbState.has_preferred_x = false; }
void SelectAll() { StbState.select_start = 0; StbState.cursor = StbState.select_end = CurLenW; StbState.has_preferred_x = false; }
void OnKeyPressed(int key);
};