Merge branch 'master' into viewport

# Conflicts:
#	examples/opengl3_example/imgui_impl_glfw_gl3.cpp
#	examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp
#	imgui.cpp
This commit is contained in:
omar
2018-06-05 15:51:52 +02:00
8 changed files with 363 additions and 142 deletions

View File

@ -315,10 +315,12 @@ enum ImGuiNavDirSourceFlags_
enum ImGuiNavMoveFlags_
{
ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side
ImGuiNavMoveFlags_LoopY = 1 << 1,
ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left)
ImGuiNavMoveFlags_WrapY = 1 << 3 // This is not super useful for provided for completeness
ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side
ImGuiNavMoveFlags_LoopY = 1 << 1,
ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left)
ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful for provided for completeness
ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place)
ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5 // Store alternate result in NavMoveResultLocalVisibleSet that only comprise elements that are already fully visible.
};
enum ImGuiNavForward
@ -570,7 +572,6 @@ struct ImGuiViewportP : public ImGuiViewport
struct ImGuiNavMoveResult
{
ImGuiID ID; // Best candidate
ImGuiID ParentID; // Best candidate window->IDStack.back() - to compare context
ImGuiWindow* Window; // Best candidate window
float DistBox; // Best candidate box distance to current NavId
float DistCenter; // Best candidate center distance to current NavId
@ -578,7 +579,7 @@ struct ImGuiNavMoveResult
ImRect RectRel; // Best candidate bounding box in window relative space
ImGuiNavMoveResult() { Clear(); }
void Clear() { ID = ParentID = 0; Window = NULL; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); }
void Clear() { ID = 0; Window = NULL; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); }
};
// Storage for SetNexWindow** functions
@ -665,6 +666,8 @@ struct ImGuiContext
ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
ImGuiWindow* ActiveIdWindow;
ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard)
ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation.
float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation.
ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow.
ImVector<ImGuiColMod> ColorModifiers; // Stack for PushStyleColor()/PopStyleColor()
ImVector<ImGuiStyleMod> StyleModifiers; // Stack for PushStyleVar()/PopStyleVar()
@ -717,7 +720,8 @@ struct ImGuiContext
ImGuiDir NavMoveDir, NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request
ImGuiDir NavMoveClipDir;
ImGuiNavMoveResult NavMoveResultLocal; // Best move request candidate within NavWindow
ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using the NavFlattened flag)
ImGuiNavMoveResult NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)
ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)
// Render
float ModalWindowDarkeningRatio;
@ -730,7 +734,8 @@ struct ImGuiContext
ImGuiPayload DragDropPayload;
ImRect DragDropTargetRect;
ImGuiID DragDropTargetId;
float DragDropAcceptIdCurrRectSurface;
ImGuiDragDropFlags DragDropAcceptFlags;
float DragDropAcceptIdCurrRectSurface; // Target item surface (we resolve overlapping targets by prioritizing the smaller surface)
ImGuiID DragDropAcceptIdCurr; // Target item id (set at the time of accepting the payload)
ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets)
int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source
@ -807,6 +812,8 @@ struct ImGuiContext
ActiveIdClickOffset = ImVec2(-1,-1);
ActiveIdWindow = NULL;
ActiveIdSource = ImGuiInputSource_None;
LastActiveId = 0;
LastActiveIdTimer = 0.0f;
MovingWindow = NULL;
NextTreeNodeOpenVal = false;
NextTreeNodeOpenCond = 0;
@ -847,6 +854,7 @@ struct ImGuiContext
DragDropSourceFlags = 0;
DragDropMouseButton = -1;
DragDropTargetId = 0;
DragDropAcceptFlags = 0;
DragDropAcceptIdCurrRectSurface = 0.0f;
DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0;
DragDropAcceptFrameCount = -1;
@ -1174,6 +1182,8 @@ namespace ImGui
IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id);
IMGUI_API void ClearDragDrop();
IMGUI_API bool IsDragDropPayloadBeingAccepted();
IMGUI_API void BeginDragDropTooltip();
IMGUI_API void EndDragDropTooltip();
// FIXME-WIP: New Columns API
IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns().