Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives

This commit is contained in:
ocornut 2015-07-02 10:23:21 -06:00
commit 90ec28f6de
3 changed files with 147 additions and 66 deletions

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@ -2,6 +2,30 @@
The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' that you can use without any external files. The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' that you can use without any external files.
Those are only provided as a convenience, you can load your own .TTF files. Those are only provided as a convenience, you can load your own .TTF files.
---------------------------------
LINKS
---------------------------------
Typefaces for source code beautification
https://github.com/chrissimpkins/codeface
Proggy Programming Fonts
http://upperbounds.net
Inconsolata
http://www.levien.com/type/myfonts/inconsolata.html
Adobe Source Code Pro: Monospaced font family for user interface and coding environments
https://github.com/adobe-fonts/source-code-pro
Monospace/Fixed Width Programmer's Fonts
http://www.lowing.org/fonts/
(Japanese) M+ fonts by Coji Morishita are free and include most useful Kanjis you would need.
http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html
Or use Arial Unicode or other Unicode fonts provided with Windows for full characters coverage (not sure of their licensing).
--------------------------------- ---------------------------------
INCLUDED FONTS INCLUDED FONTS
--------------------------------- ---------------------------------
@ -25,20 +49,6 @@
Copyright (c) 2012, Jonathan Pinhorn Copyright (c) 2012, Jonathan Pinhorn
SIL OPEN FONT LICENSE Version 1.1 SIL OPEN FONT LICENSE Version 1.1
---------------------------------
OTHER FONTS
---------------------------------
For Japanese:
M+ fonts by Coji Morishita are free and include most useful Kanjis you would need.
mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html
For Japanese, Chinese, Korean:
You can use Arial Unicode or other Unicode fonts provided with Windows (not sure of their license).
Other suggestions?
--------------------------------- ---------------------------------
LOADING INSTRUCTIONS LOADING INSTRUCTIONS
--------------------------------- ---------------------------------
@ -54,8 +64,13 @@
io.Fonts->LoadFromFileTTF("myfontfile.ttf", size_pixels, io.Fonts->GetGlyphRangesJapanese()); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs io.Fonts->LoadFromFileTTF("myfontfile.ttf", size_pixels, io.Fonts->GetGlyphRangesJapanese()); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
io.Fonts->LoadFromFileTTF("myfontfile.ttf", size_pixels, io.Fonts->GetGlyphRangesChinese()); // Include full set of about 21000 CJK Unified Ideographs io.Fonts->LoadFromFileTTF("myfontfile.ttf", size_pixels, io.Fonts->GetGlyphRangesChinese()); // Include full set of about 21000 CJK Unified Ideographs
Offset font by altering the io.Font->DisplayOffset value: Offset font vertically by altering the io.Font->DisplayOffset value:
ImFont* font = io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels); ImFont* font = io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels);
font->DisplayOffset.y += 1; // Render 1 pixel down font->DisplayOffset.y += 1; // Render 1 pixel down
If you want to embed the font in source code (e.g. in your engine, so it doesn't have file-system dependencies);
Compile and use 'binary_to_compressed_c.cpp' to create a compressed C style array. Then load the font with:
ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...);

127
imgui.cpp
View File

@ -631,6 +631,7 @@ ImGuiStyle::ImGuiStyle()
Colors[ImGuiCol_FrameBgActive] = ImVec4(0.90f, 0.65f, 0.65f, 0.45f); Colors[ImGuiCol_FrameBgActive] = ImVec4(0.90f, 0.65f, 0.65f, 0.45f);
Colors[ImGuiCol_TitleBg] = ImVec4(0.50f, 0.50f, 1.00f, 0.45f); Colors[ImGuiCol_TitleBg] = ImVec4(0.50f, 0.50f, 1.00f, 0.45f);
Colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.40f, 0.40f, 0.80f, 0.20f); Colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.40f, 0.40f, 0.80f, 0.20f);
Colors[ImGuiCol_TitleBgActive] = ImVec4(0.50f, 0.50f, 1.00f, 0.55f);
Colors[ImGuiCol_MenuBarBg] = ImVec4(0.40f, 0.40f, 0.55f, 0.60f); Colors[ImGuiCol_MenuBarBg] = ImVec4(0.40f, 0.40f, 0.55f, 0.60f);
Colors[ImGuiCol_ScrollbarBg] = ImVec4(0.40f, 0.40f, 0.80f, 0.15f); Colors[ImGuiCol_ScrollbarBg] = ImVec4(0.40f, 0.40f, 0.80f, 0.15f);
Colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.40f, 0.40f, 0.80f, 0.30f); Colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.40f, 0.40f, 0.80f, 0.30f);
@ -1338,6 +1339,8 @@ struct ImGuiState
float FramerateSecPerFrame[120]; // calculate estimate of framerate for user float FramerateSecPerFrame[120]; // calculate estimate of framerate for user
int FramerateSecPerFrameIdx; int FramerateSecPerFrameIdx;
float FramerateSecPerFrameAccum; float FramerateSecPerFrameAccum;
bool CaptureMouseNextFrame; // explicit capture via CaptureInputs() sets those flags
bool CaptureKeyboardNextFrame;
char TempBuffer[1024*3+1]; // temporary text buffer char TempBuffer[1024*3+1]; // temporary text buffer
ImGuiState() ImGuiState()
@ -1399,6 +1402,7 @@ struct ImGuiState
memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame));
FramerateSecPerFrameIdx = 0; FramerateSecPerFrameIdx = 0;
FramerateSecPerFrameAccum = 0.0f; FramerateSecPerFrameAccum = 0.0f;
CaptureMouseNextFrame = CaptureKeyboardNextFrame = false;
} }
}; };
@ -1415,9 +1419,11 @@ struct ImGuiWindow
ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) ImVec2 Size; // Current size (==SizeFull or collapsed title bar size)
ImVec2 SizeFull; // Size when non collapsed ImVec2 SizeFull; // Size when non collapsed
ImVec2 SizeContents; // Size of contents (== extents reach of the drawing cursor) from previous frame ImVec2 SizeContents; // Size of contents (== extents reach of the drawing cursor) from previous frame
ImVec2 WindowPadding; // Window padding at the time of begin. We need to lock it, in particular manipulation of the ShowBorder would have an effect
ImGuiID MoveID; // == window->GetID("#MOVE") ImGuiID MoveID; // == window->GetID("#MOVE")
float ScrollY; float ScrollY;
float ScrollTargetCenterY; // position which we aim to center on float ScrollTargetRelY; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (-1.0f for no change)
float ScrollTargetCenterRatioY; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
bool ScrollbarY; bool ScrollbarY;
bool Active; // Set to true on Begin() bool Active; // Set to true on Begin()
bool WasActive; bool WasActive;
@ -1446,6 +1452,7 @@ struct ImGuiWindow
float FontWindowScale; // Scale multiplier per-window float FontWindowScale; // Scale multiplier per-window
ImDrawList* DrawList; ImDrawList* DrawList;
ImGuiWindow* RootWindow; ImGuiWindow* RootWindow;
ImGuiWindow* RootNonPopupWindow;
// Focus // Focus
int FocusIdxAllCounter; // Start at -1 and increase as assigned via FocusItemRegister() int FocusIdxAllCounter; // Start at -1 and increase as assigned via FocusItemRegister()
@ -1471,7 +1478,6 @@ public:
ImRect TitleBarRect() const { return ImRect(Pos, Pos + ImVec2(SizeFull.x, TitleBarHeight())); } ImRect TitleBarRect() const { return ImRect(Pos, Pos + ImVec2(SizeFull.x, TitleBarHeight())); }
float MenuBarHeight() const { return (Flags & ImGuiWindowFlags_MenuBar) ? CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f : 0.0f; } float MenuBarHeight() const { return (Flags & ImGuiWindowFlags_MenuBar) ? CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f : 0.0f; }
ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); } ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); }
ImVec2 WindowPadding() const { return ((Flags & ImGuiWindowFlags_ChildWindow) && !(Flags & (ImGuiWindowFlags_ShowBorders | ImGuiWindowFlags_ComboBox | ImGuiWindowFlags_Popup))) ? ImVec2(0,0) : GImGui->Style.WindowPadding; }
float ScrollbarWidth() const { return ScrollbarY ? GImGui->Style.ScrollbarWidth : 0.0f; } float ScrollbarWidth() const { return ScrollbarY ? GImGui->Style.ScrollbarWidth : 0.0f; }
ImU32 Color(ImGuiCol idx, float a=1.f) const { ImVec4 c = GImGui->Style.Colors[idx]; c.w *= GImGui->Style.Alpha * a; return ImGui::ColorConvertFloat4ToU32(c); } ImU32 Color(ImGuiCol idx, float a=1.f) const { ImVec4 c = GImGui->Style.Colors[idx]; c.w *= GImGui->Style.Alpha * a; return ImGui::ColorConvertFloat4ToU32(c); }
ImU32 Color(const ImVec4& col) const { ImVec4 c = col; c.w *= GImGui->Style.Alpha; return ImGui::ColorConvertFloat4ToU32(c); } ImU32 Color(const ImVec4& col) const { ImVec4 c = col; c.w *= GImGui->Style.Alpha; return ImGui::ColorConvertFloat4ToU32(c); }
@ -1781,8 +1787,10 @@ ImGuiWindow::ImGuiWindow(const char* name)
PosFloat = Pos = ImVec2(0.0f, 0.0f); PosFloat = Pos = ImVec2(0.0f, 0.0f);
Size = SizeFull = ImVec2(0.0f, 0.0f); Size = SizeFull = ImVec2(0.0f, 0.0f);
SizeContents = ImVec2(0.0f, 0.0f); SizeContents = ImVec2(0.0f, 0.0f);
WindowPadding = ImVec2(0.0f, 0.0f);
ScrollY = 0.0f; ScrollY = 0.0f;
ScrollTargetCenterY = -1.0f; ScrollTargetRelY = -1.0f;
ScrollTargetCenterRatioY = 0.5f;
ScrollbarY = false; ScrollbarY = false;
Active = WasActive = false; Active = WasActive = false;
Accessed = false; Accessed = false;
@ -1804,6 +1812,7 @@ ImGuiWindow::ImGuiWindow(const char* name)
DrawList = (ImDrawList*)ImGui::MemAlloc(sizeof(ImDrawList)); DrawList = (ImDrawList*)ImGui::MemAlloc(sizeof(ImDrawList));
new(DrawList) ImDrawList(); new(DrawList) ImDrawList();
RootWindow = NULL; RootWindow = NULL;
RootNonPopupWindow = NULL;
FocusIdxAllCounter = FocusIdxTabCounter = -1; FocusIdxAllCounter = FocusIdxTabCounter = -1;
FocusIdxAllRequestCurrent = FocusIdxTabRequestCurrent = IM_INT_MAX; FocusIdxAllRequestCurrent = FocusIdxTabRequestCurrent = IM_INT_MAX;
@ -2190,9 +2199,10 @@ void ImGui::NewFrame()
mouse_earliest_button_down = i; mouse_earliest_button_down = i;
} }
bool mouse_owned_by_application = mouse_earliest_button_down != -1 && !g.IO.MouseDownOwned[mouse_earliest_button_down]; bool mouse_owned_by_application = mouse_earliest_button_down != -1 && !g.IO.MouseDownOwned[mouse_earliest_button_down];
g.IO.WantCaptureMouse = (!mouse_owned_by_application && g.HoveredWindow != NULL) || (!mouse_owned_by_application && mouse_any_down) || (g.ActiveId != 0) || (!g.OpenedPopupStack.empty()); g.IO.WantCaptureMouse = (!mouse_owned_by_application && g.HoveredWindow != NULL) || (!mouse_owned_by_application && mouse_any_down) || (g.ActiveId != 0) || (!g.OpenedPopupStack.empty()) || (g.CaptureMouseNextFrame);
g.IO.WantCaptureKeyboard = (g.ActiveId != 0); g.IO.WantCaptureKeyboard = (g.ActiveId != 0) || (g.CaptureKeyboardNextFrame);
g.MouseCursor = ImGuiMouseCursor_Arrow; g.MouseCursor = ImGuiMouseCursor_Arrow;
g.CaptureMouseNextFrame = g.CaptureKeyboardNextFrame = false;
// If mouse was first clicked outside of ImGui bounds we also cancel out hovering. // If mouse was first clicked outside of ImGui bounds we also cancel out hovering.
if (mouse_owned_by_application) if (mouse_owned_by_application)
@ -3004,6 +3014,16 @@ void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)
GImGui->MouseCursor = cursor_type; GImGui->MouseCursor = cursor_type;
} }
void ImGui::CaptureKeyboardFromApp()
{
GImGui->CaptureKeyboardNextFrame = true;
}
void ImGui::CaptureMouseFromApp()
{
GImGui->CaptureMouseNextFrame = true;
}
bool ImGui::IsItemHovered() bool ImGui::IsItemHovered()
{ {
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
@ -3612,14 +3632,15 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
} }
// Update known root window (if we are a child window, otherwise window == window->RootWindow) // Update known root window (if we are a child window, otherwise window == window->RootWindow)
size_t root_idx = g.CurrentWindowStack.size() - 1; size_t root_idx, root_non_popup_idx;
while (root_idx > 0) for (root_idx = g.CurrentWindowStack.size() - 1; root_idx > 0; root_idx--)
{ if (!(g.CurrentWindowStack[root_idx]->Flags & ImGuiWindowFlags_ChildWindow))
if ((g.CurrentWindowStack[root_idx]->Flags & ImGuiWindowFlags_ChildWindow) == 0) break;
for (root_non_popup_idx = root_idx; root_non_popup_idx > 0; root_non_popup_idx--)
if (!(g.CurrentWindowStack[root_non_popup_idx]->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)))
break; break;
root_idx--;
}
window->RootWindow = g.CurrentWindowStack[root_idx]; window->RootWindow = g.CurrentWindowStack[root_idx];
window->RootNonPopupWindow = g.CurrentWindowStack[root_non_popup_idx]; // This is merely for displaying the TitleBgActive color.
// Default alpha // Default alpha
if (bg_alpha < 0.0f) if (bg_alpha < 0.0f)
@ -3695,17 +3716,19 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
} }
} }
// Lock window padding so that altering the ShowBorders flag for childs doesn't have side-effects.
window->WindowPadding = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_ShowBorders | ImGuiWindowFlags_ComboBox | ImGuiWindowFlags_Popup))) ? ImVec2(0,0) : style.WindowPadding;
// Calculate auto-fit size // Calculate auto-fit size
ImVec2 size_auto_fit; ImVec2 size_auto_fit;
ImVec2 window_padding = window->WindowPadding();
if ((flags & ImGuiWindowFlags_Tooltip) != 0) if ((flags & ImGuiWindowFlags_Tooltip) != 0)
{ {
// Tooltip always resize. We keep the spacing symmetric on both axises for aesthetic purpose. // Tooltip always resize. We keep the spacing symmetric on both axises for aesthetic purpose.
size_auto_fit = window->SizeContents + window_padding - ImVec2(0.0f, style.ItemSpacing.y); size_auto_fit = window->SizeContents + window->WindowPadding - ImVec2(0.0f, style.ItemSpacing.y);
} }
else else
{ {
size_auto_fit = ImClamp(window->SizeContents + window_padding, style.WindowMinSize, ImMax(style.WindowMinSize, g.IO.DisplaySize - window_padding)); size_auto_fit = ImClamp(window->SizeContents + window->WindowPadding, style.WindowMinSize, ImMax(style.WindowMinSize, g.IO.DisplaySize - window->WindowPadding));
if (size_auto_fit.y < window->SizeContents.y && !(flags & ImGuiWindowFlags_NoScrollbar)) if (size_auto_fit.y < window->SizeContents.y && !(flags & ImGuiWindowFlags_NoScrollbar))
size_auto_fit.x += style.ScrollbarWidth; size_auto_fit.x += style.ScrollbarWidth;
size_auto_fit.y = ImMax(size_auto_fit.y - style.ItemSpacing.y, 0.0f); size_auto_fit.y = ImMax(size_auto_fit.y - style.ItemSpacing.y, 0.0f);
@ -3839,10 +3862,11 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
window->FocusIdxAllRequestNext = window->FocusIdxTabRequestNext = IM_INT_MAX; window->FocusIdxAllRequestNext = window->FocusIdxTabRequestNext = IM_INT_MAX;
// Apply scrolling // Apply scrolling
if (window->ScrollTargetCenterY >= 0.0f) if (window->ScrollTargetRelY >= 0.0f)
{ {
window->ScrollY = window->ScrollTargetCenterY - (window->Pos.y + (window->SizeFull.y + window->TitleBarHeight() + window->WindowPadding().y) * 0.5f); float center_ratio_y = window->ScrollTargetCenterRatioY;
window->ScrollTargetCenterY = -1.0f; window->ScrollY = window->ScrollTargetRelY - ((1.0f - center_ratio_y) * window->TitleBarHeight()) - (center_ratio_y * window->SizeFull.y);
window->ScrollTargetRelY = -1.0f;
} }
window->ScrollY = ImMax(window->ScrollY, 0.0f); window->ScrollY = ImMax(window->ScrollY, 0.0f);
if (!window->Collapsed && !window->SkipItems) if (!window->Collapsed && !window->SkipItems)
@ -3922,7 +3946,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
// Title bar // Title bar
if (!(flags & ImGuiWindowFlags_NoTitleBar)) if (!(flags & ImGuiWindowFlags_NoTitleBar))
window->DrawList->AddRectFilled(title_bar_rect.GetTL(), title_bar_rect.GetBR(), window->Color(ImGuiCol_TitleBg), window_rounding, 1|2); window->DrawList->AddRectFilled(title_bar_rect.GetTL(), title_bar_rect.GetBR(), window->Color((g.FocusedWindow && window->RootNonPopupWindow == g.FocusedWindow->RootNonPopupWindow) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg), window_rounding, 1|2);
// Menu bar // Menu bar
if (flags & ImGuiWindowFlags_MenuBar) if (flags & ImGuiWindowFlags_MenuBar)
@ -3960,9 +3984,9 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
} }
// Setup drawing context // Setup drawing context
window->DC.ColumnsStartX = window->WindowPadding().x; window->DC.ColumnsStartX = window->WindowPadding.x;
window->DC.ColumnsOffsetX = 0.0f; window->DC.ColumnsOffsetX = 0.0f;
window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.ColumnsStartX + window->DC.ColumnsOffsetX, window->TitleBarHeight() + window->MenuBarHeight() + window->WindowPadding().y) - ImVec2(0.0f, window->ScrollY); window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.ColumnsStartX + window->DC.ColumnsOffsetX, window->TitleBarHeight() + window->MenuBarHeight() + window->WindowPadding.y) - ImVec2(0.0f, window->ScrollY);
window->DC.CursorPos = window->DC.CursorStartPos; window->DC.CursorPos = window->DC.CursorStartPos;
window->DC.CursorPosPrevLine = window->DC.CursorPos; window->DC.CursorPosPrevLine = window->DC.CursorPos;
window->DC.CursorMaxPos = window->DC.CursorStartPos; window->DC.CursorMaxPos = window->DC.CursorStartPos;
@ -4036,7 +4060,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
// We set this up after processing the resize grip so that our clip rectangle doesn't lag by a frame // We set this up after processing the resize grip so that our clip rectangle doesn't lag by a frame
// Note that if our window is collapsed we will end up with a null clipping rectangle which is the correct behavior. // Note that if our window is collapsed we will end up with a null clipping rectangle which is the correct behavior.
const ImRect title_bar_rect = window->TitleBarRect(); const ImRect title_bar_rect = window->TitleBarRect();
ImVec4 clip_rect(title_bar_rect.Min.x+0.5f+window->WindowPadding().x*0.5f, title_bar_rect.Max.y+window->MenuBarHeight()+0.5f, window->Rect().Max.x+0.5f-window->WindowPadding().x*0.5f, window->Rect().Max.y-1.5f); ImVec4 clip_rect(title_bar_rect.Min.x+0.5f+window->WindowPadding.x*0.5f, title_bar_rect.Max.y+window->MenuBarHeight()+0.5f, window->Rect().Max.x+0.5f-window->WindowPadding.x*0.5f, window->Rect().Max.y-1.5f);
if (window->ScrollbarY) if (window->ScrollbarY)
clip_rect.z -= style.ScrollbarWidth; clip_rect.z -= style.ScrollbarWidth;
PushClipRect(clip_rect); PushClipRect(clip_rect);
@ -4415,6 +4439,7 @@ const char* ImGui::GetStyleColName(ImGuiCol idx)
case ImGuiCol_FrameBgActive: return "FrameBgActive"; case ImGuiCol_FrameBgActive: return "FrameBgActive";
case ImGuiCol_TitleBg: return "TitleBg"; case ImGuiCol_TitleBg: return "TitleBg";
case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed"; case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed";
case ImGuiCol_TitleBgActive: return "TitleBgActive";
case ImGuiCol_MenuBarBg: return "MenuBarBg"; case ImGuiCol_MenuBarBg: return "MenuBarBg";
case ImGuiCol_ScrollbarBg: return "ScrollbarBg"; case ImGuiCol_ScrollbarBg: return "ScrollbarBg";
case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab"; case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab";
@ -4662,12 +4687,11 @@ void ImGui::SetNextWindowFocus()
ImVec2 ImGui::GetContentRegionMax() ImVec2 ImGui::GetContentRegionMax()
{ {
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
ImVec2 window_padding = window->WindowPadding(); ImVec2 mx = window->Size - window->WindowPadding;
ImVec2 mx = window->Size - window_padding;
if (window->DC.ColumnsCount != 1) if (window->DC.ColumnsCount != 1)
{ {
mx.x = ImGui::GetColumnOffset(window->DC.ColumnsCurrent + 1); mx.x = ImGui::GetColumnOffset(window->DC.ColumnsCurrent + 1);
mx.x -= window_padding.x; mx.x -= window->WindowPadding.x;
} }
else else
{ {
@ -4679,13 +4703,13 @@ ImVec2 ImGui::GetContentRegionMax()
ImVec2 ImGui::GetWindowContentRegionMin() ImVec2 ImGui::GetWindowContentRegionMin()
{ {
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
return ImVec2(0, window->TitleBarHeight() + window->MenuBarHeight()) + window->WindowPadding(); return ImVec2(0, window->TitleBarHeight() + window->MenuBarHeight()) + window->WindowPadding;
} }
ImVec2 ImGui::GetWindowContentRegionMax() ImVec2 ImGui::GetWindowContentRegionMax()
{ {
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
ImVec2 m = window->Size - window->WindowPadding(); ImVec2 m = window->Size - window->WindowPadding;
m.x -= window->ScrollbarWidth(); m.x -= window->ScrollbarWidth();
return m; return m;
} }
@ -4797,10 +4821,17 @@ float ImGui::GetScrollMaxY()
return window->SizeContents.y - window->SizeFull.y; return window->SizeContents.y - window->SizeFull.y;
} }
void ImGui::SetScrollPosHere() void ImGui::SetScrollPosHere(float center_y_ratio)
{ {
// We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size
ImGuiState& g = *GImGui;
IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
window->ScrollTargetCenterY = (float)(int)(window->DC.CursorPos.y + window->ScrollY - window->DC.PrevLineHeight * 0.5f); window->ScrollTargetRelY = (float)(int)(window->ScrollY + window->DC.CursorPosPrevLine.y - window->Pos.y + (window->DC.PrevLineHeight) * center_y_ratio);
window->ScrollTargetRelY += g.Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f;
if (center_y_ratio <= 0.0f && window->ScrollTargetRelY <= window->WindowPadding.y) // Minor hack to make "scroll to top" take account of WindowPadding, else it would scroll to (WindowPadding.y - ItemSpacing.y)
window->ScrollTargetRelY = 0.0f;
window->ScrollTargetCenterRatioY = center_y_ratio;
} }
void ImGui::SetKeyboardFocusHere(int offset) void ImGui::SetKeyboardFocusHere(int offset)
@ -4919,11 +4950,11 @@ void ImGui::TextUnformatted(const char* text, const char* text_end)
// Lines to skip (can't skip when logging text) // Lines to skip (can't skip when logging text)
if (!g.LogEnabled) if (!g.LogEnabled)
{ {
int lines_skippable = (int)((clip_rect.y - text_pos.y) / line_height) - 1; int lines_skippable = (int)((clip_rect.y - text_pos.y) / line_height);
if (lines_skippable > 0) if (lines_skippable > 0)
{ {
int lines_skipped = 0; int lines_skipped = 0;
while (line < text_end && lines_skipped <= lines_skippable) while (line < text_end && lines_skipped < lines_skippable)
{ {
const char* line_end = strchr(line, '\n'); const char* line_end = strchr(line, '\n');
line = line_end + 1; line = line_end + 1;
@ -5444,7 +5475,7 @@ bool ImGui::CollapsingHeader(const char* label, const char* str_id, bool display
} }
// Framed header expand a little outside the default padding // Framed header expand a little outside the default padding
const ImVec2 window_padding = window->WindowPadding(); const ImVec2 window_padding = window->WindowPadding;
const ImVec2 label_size = CalcTextSize(label, NULL, true); const ImVec2 label_size = CalcTextSize(label, NULL, true);
const ImVec2 pos_min = window->DC.CursorPos; const ImVec2 pos_min = window->DC.CursorPos;
const ImVec2 pos_max = window->Pos + GetContentRegionMax(); const ImVec2 pos_max = window->Pos + GetContentRegionMax();
@ -7741,7 +7772,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
ItemSize(bb); ItemSize(bb);
// Fill horizontal space. // Fill horizontal space.
ImVec2 window_padding = window->WindowPadding(); ImVec2 window_padding = window->WindowPadding;
float max_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? ImGui::GetWindowContentRegionMax().x : ImGui::GetContentRegionMax().x; float max_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? ImGui::GetWindowContentRegionMax().x : ImGui::GetContentRegionMax().x;
float w_draw = ImMax(label_size.x, window->Pos.x + max_x - window_padding.x - window->DC.CursorPos.x); float w_draw = ImMax(label_size.x, window->Pos.x + max_x - window_padding.x - window->DC.CursorPos.x);
ImVec2 size_draw((size_arg.x != 0 && !(flags & ImGuiSelectableFlags_DrawFillAvailWidth)) ? size_arg.x : w_draw, size_arg.y != 0.0f ? size_arg.y : size.y); ImVec2 size_draw((size_arg.x != 0 && !(flags & ImGuiSelectableFlags_DrawFillAvailWidth)) ? size_arg.x : w_draw, size_arg.y != 0.0f ? size_arg.y : size.y);
@ -8020,7 +8051,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
ImVec2 popup_pos, pos = window->DC.CursorPos; ImVec2 popup_pos, pos = window->DC.CursorPos;
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
{ {
popup_pos = ImVec2(pos.x - window->WindowPadding().x, pos.y - style.FramePadding.y + window->MenuBarHeight()); popup_pos = ImVec2(pos.x - window->WindowPadding.x, pos.y - style.FramePadding.y + window->MenuBarHeight());
window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f); window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f);
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f); ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f);
float w = label_size.x; float w = label_size.x;
@ -11631,6 +11662,32 @@ void ImGui::ShowTestWindow(bool* opened)
ImGui::TreePop(); ImGui::TreePop();
} }
if (ImGui::TreeNode("Scrolling"))
{
ImGui::TextWrapped("Use SetScrollPosHere() to scroll to a given position.");
static bool track = true;
static int track_line = 50;
ImGui::Checkbox("Track", &track);
ImGui::SameLine(); ImGui::SliderInt("##line", &track_line, 0, 99, "Line %.0f");
for (int i = 0; i < 3; i++)
{
if (i > 0) ImGui::SameLine();
ImGui::BeginGroup();
ImGui::Text(i == 0 ? "Top" : i == 1 ? "Center" : "Bottom");
ImGui::BeginChild(ImGui::GetID((void *)i), ImVec2(ImGui::GetWindowWidth() * 0.25f, 200.0f), true);
for (int line = 0; line < 100; line++)
{
ImGui::Text("Line %d", line);
if (track && line == track_line)
ImGui::SetScrollPosHere(i * 0.50f); // 0.0f,0.5f,1.0f
}
ImGui::EndChild();
ImGui::EndGroup();
}
ImGui::TreePop();
}
} }
if (ImGui::CollapsingHeader("Popups & Modal windows")) if (ImGui::CollapsingHeader("Popups & Modal windows"))
@ -11995,6 +12052,10 @@ void ImGui::ShowTestWindow(bool* opened)
ImGui::Text("WantCaptureMouse: %s", io.WantCaptureMouse ? "true" : "false"); ImGui::Text("WantCaptureMouse: %s", io.WantCaptureMouse ? "true" : "false");
ImGui::Text("WantCaptureKeyboard: %s", io.WantCaptureKeyboard ? "true" : "false"); ImGui::Text("WantCaptureKeyboard: %s", io.WantCaptureKeyboard ? "true" : "false");
ImGui::Button("Hover me\nto enforce\ninputs capture");
if (ImGui::IsItemHovered())
ImGui::CaptureKeyboardFromApp();
ImGui::TreePop(); ImGui::TreePop();
} }

41
imgui.h
View File

@ -1,4 +1,4 @@
// ImGui library v1.42 // ImGui library v1.42 wip
// See .cpp file for documentation. // See .cpp file for documentation.
// See ImGui::ShowTestWindow() for sample code. // See ImGui::ShowTestWindow() for sample code.
// Read 'Programmer guide' in .cpp for notes on how to setup ImGui in your codebase. // Read 'Programmer guide' in .cpp for notes on how to setup ImGui in your codebase.
@ -138,7 +138,7 @@ namespace ImGui
IMGUI_API float GetScrollPosY(); // get scrolling position [0..GetScrollMaxY()] IMGUI_API float GetScrollPosY(); // get scrolling position [0..GetScrollMaxY()]
IMGUI_API float GetScrollMaxY(); // get maximum scrolling position == ContentSize.Y - WindowSize.Y IMGUI_API float GetScrollMaxY(); // get maximum scrolling position == ContentSize.Y - WindowSize.Y
IMGUI_API void SetScrollPosHere(); // adjust scrolling position to center into the current cursor position IMGUI_API void SetScrollPosHere(float center_y_ratio = 0.5f); // adjust scrolling position to make the current cursor position visible. center_y_ratio=0.0: top, =0.5: center, =1.0: bottom.
IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget
IMGUI_API void SetStateStorage(ImGuiStorage* tree); // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it) IMGUI_API void SetStateStorage(ImGuiStorage* tree); // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
IMGUI_API ImGuiStorage* GetStateStorage(); IMGUI_API ImGuiStorage* GetStateStorage();
@ -353,23 +353,7 @@ namespace ImGui
IMGUI_API bool IsRootWindowFocused(); // is current root window focused (top parent window in case of child windows) IMGUI_API bool IsRootWindowFocused(); // is current root window focused (top parent window in case of child windows)
IMGUI_API bool IsRootWindowOrAnyChildFocused(); // is current root window or any of its child (including current window) focused IMGUI_API bool IsRootWindowOrAnyChildFocused(); // is current root window or any of its child (including current window) focused
IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle of given size starting from cursor pos is visible (not clipped). to perform coarse clipping on user's side (as an optimization) IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle of given size starting from cursor pos is visible (not clipped). to perform coarse clipping on user's side (as an optimization)
IMGUI_API bool IsKeyDown(int key_index); // key_index into the keys_down[512] array, imgui doesn't know the semantic of each entry, uses your own indices!
IMGUI_API bool IsKeyPressed(int key_index, bool repeat = true); // "
IMGUI_API bool IsKeyReleased(int key_index); // "
IMGUI_API bool IsMouseDown(int button);
IMGUI_API bool IsMouseClicked(int button, bool repeat = false);
IMGUI_API bool IsMouseDoubleClicked(int button);
IMGUI_API bool IsMouseReleased(int button);
IMGUI_API bool IsMouseHoveringWindow(); // is mouse hovering current window ("window" in API names always refer to current window)
IMGUI_API bool IsMouseHoveringAnyWindow(); // is mouse hovering any active imgui window
IMGUI_API bool IsMouseHoveringRect(const ImVec2& rect_min, const ImVec2& rect_max);// is mouse hovering given bounding rect
IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
IMGUI_API bool IsPosHoveringAnyWindow(const ImVec2& pos); // is given position hovering any active imgui window IMGUI_API bool IsPosHoveringAnyWindow(const ImVec2& pos); // is given position hovering any active imgui window
IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // dragging amount since clicking, also see: GetItemActiveDragDelta(). if lock_threshold < -1.0f uses io.MouseDraggingThreshold
IMGUI_API void ResetMouseDragDelta(int button = 0);
IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type
IMGUI_API float GetTime(); IMGUI_API float GetTime();
IMGUI_API int GetFrameCount(); IMGUI_API int GetFrameCount();
IMGUI_API const char* GetStyleColName(ImGuiCol idx); IMGUI_API const char* GetStyleColName(ImGuiCol idx);
@ -384,6 +368,26 @@ namespace ImGui
IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v); IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b); IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
// Inputs
IMGUI_API bool IsKeyDown(int key_index); // key_index into the keys_down[512] array, imgui doesn't know the semantic of each entry, uses your own indices!
IMGUI_API bool IsKeyPressed(int key_index, bool repeat = true); // if repeat=true. uses io.KeyRepeatDelay / KeyRepeatRate
IMGUI_API bool IsKeyReleased(int key_index); // "
IMGUI_API bool IsMouseDown(int button); // is mouse button held
IMGUI_API bool IsMouseClicked(int button, bool repeat = false); // did mouse button clicked (went from !Down to Down)
IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.
IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down)
IMGUI_API bool IsMouseHoveringWindow(); // is mouse hovering current window ("window" in API names always refer to current window)
IMGUI_API bool IsMouseHoveringAnyWindow(); // is mouse hovering any active imgui window
IMGUI_API bool IsMouseHoveringRect(const ImVec2& rect_min, const ImVec2& rect_max);// is mouse hovering given bounding rect
IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // dragging amount since clicking, also see: GetItemActiveDragDelta(). if lock_threshold < -1.0f uses io.MouseDraggingThreshold
IMGUI_API void ResetMouseDragDelta(int button = 0); //
IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type
IMGUI_API void CaptureKeyboardFromApp(); // manually enforce imgui setting the io.WantCaptureKeyboard flag next frame (your application needs to handle it). e.g. capture keyboard when your widget is being hovered.
IMGUI_API void CaptureMouseFromApp(); // manually enforce imgui setting the io.WantCaptureMouse flag next frame (your application needs to handle it).
// Helpers functions to access the MemAllocFn/MemFreeFn pointers in ImGui::GetIO() // Helpers functions to access the MemAllocFn/MemFreeFn pointers in ImGui::GetIO()
IMGUI_API void* MemAlloc(size_t sz); IMGUI_API void* MemAlloc(size_t sz);
IMGUI_API void MemFree(void* ptr); IMGUI_API void MemFree(void* ptr);
@ -499,6 +503,7 @@ enum ImGuiCol_
ImGuiCol_FrameBgActive, ImGuiCol_FrameBgActive,
ImGuiCol_TitleBg, ImGuiCol_TitleBg,
ImGuiCol_TitleBgCollapsed, ImGuiCol_TitleBgCollapsed,
ImGuiCol_TitleBgActive,
ImGuiCol_MenuBarBg, ImGuiCol_MenuBarBg,
ImGuiCol_ScrollbarBg, ImGuiCol_ScrollbarBg,
ImGuiCol_ScrollbarGrab, ImGuiCol_ScrollbarGrab,