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