mirror of
https://github.com/Drezil/imgui.git
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Merge branch 'master' into docking
# Conflicts: # examples/imgui_impl_dx10.cpp # examples/imgui_impl_dx11.cpp # examples/imgui_impl_glfw.cpp # examples/imgui_impl_sdl.cpp # imgui.cpp
This commit is contained in:
commit
9cda3035fd
@ -132,10 +132,15 @@ Other Changes:
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- Columns: Improved honoring alignment with various values of ItemSpacing.x and WindowPadding.x. (#125, #2666)
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- Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because
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of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d).
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- Columns: Made GetColumnOffset() and GetColumnWidth() behave when there's no column set, consistently with
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other column functions. (#2683)
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- Scrolling: Added SetScrollHereX(), SetScrollFromPosX() for completeness. (#1580) [@kevreco]
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- Style: Attenuated default opacity of ImGuiCol_Separator in Classic and Light styles.
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- Style: Added style.ColorButtonPosition (left/right, defaults to ImGuiDir_Right) to move the color button
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of ColorEdit3/ColorEdit4 functions to either side of the inputs.
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- IO: Added ImGuiKey_KeyPadEnter and support in various back-ends (previously back-ends would need to
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specifically redirect key-pad keys to their regular counterpart). This is a temporary attenuating measure
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until we actually refactor and add whole sets of keys into the ImGuiKey enum. (#2677, #2005) [@amc522]
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- Misc: Made Button(), ColorButton() not trigger an "edited" event leading to IsItemDeactivatedAfterEdit()
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returning true. This also effectively make ColorEdit4() not incorrect trigger IsItemDeactivatedAfterEdit()
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when clicking the color button to open the picker popup. (#1875)
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@ -148,6 +153,12 @@ Other Changes:
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- ImDrawListSplitter: Fixed memory leak when using low-level split api (was not affecting ImDrawList api,
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also this type was added in 1.71 and not advertised as a public-facing feature).
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- Fonts: binary_to_compressed_c.cpp: Display an error message if failing to open/read the input font file.
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- Backends: DX10/DX11: Backup, clear and restore Geometry Shader is any is bound when calling renderer.
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- Backends: DX11: Clear Hull Shader, Domain Shader, Compute Shader before rendering. Not backing/restoring them.
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- Backends: OSX: Disabled default native Mac clipboard copy/paste implementation in core library (added in 1.71),
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because it needs application to be linked with '-framework ApplicationServices'. It can be explicitly
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enabled back by using '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h. Re-added
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equivalent using NSPasteboard api in the imgui_impl_osx.mm experimental back-end. (#2546)
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- Backends: SDL2: Added dummy ImGui_ImplSDL2_InitForD3D() function to make D3D support more visible.
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(#2482, #2632) [@josiahmanson]
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- Examples: Added SDL2+DirectX11 example application. (#2632, #2612, #2482) [@vincenthamm]
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@ -15,6 +15,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
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// 2019-05-11: Inputs: Don't filter character value from ALLEGRO_EVENT_KEY_CHAR before calling AddInputCharacter().
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// 2019-04-30: Renderer: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2018-11-30: Platform: Added touchscreen support.
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@ -282,6 +283,7 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
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io.KeyMap[ImGuiKey_Space] = ALLEGRO_KEY_SPACE;
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io.KeyMap[ImGuiKey_Enter] = ALLEGRO_KEY_ENTER;
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io.KeyMap[ImGuiKey_Escape] = ALLEGRO_KEY_ESCAPE;
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io.KeyMap[ImGuiKey_KeyPadEnter] = ALLEGRO_KEY_PAD_ENTER;
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io.KeyMap[ImGuiKey_A] = ALLEGRO_KEY_A;
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io.KeyMap[ImGuiKey_C] = ALLEGRO_KEY_C;
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io.KeyMap[ImGuiKey_V] = ALLEGRO_KEY_V;
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@ -13,6 +13,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2019-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData().
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// 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
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@ -87,6 +88,7 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device*
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ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
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ctx->PSSetShader(g_pPixelShader);
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ctx->PSSetSamplers(0, 1, &g_pFontSampler);
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ctx->GSSetShader(NULL);
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// Setup render state
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const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
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@ -189,6 +191,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
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ID3D10SamplerState* PSSampler;
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ID3D10PixelShader* PS;
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ID3D10VertexShader* VS;
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ID3D10GeometryShader* GS;
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D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology;
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ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
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UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
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@ -207,6 +210,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
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ctx->PSGetShader(&old.PS);
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ctx->VSGetShader(&old.VS);
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ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
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ctx->GSGetShader(&old.GS);
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ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
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ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
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ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
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@ -261,6 +265,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
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ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
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ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release();
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ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release();
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ctx->GSSetShader(old.GS); if (old.GS) old.GS->Release();
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ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
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ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
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ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
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@ -13,6 +13,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2019-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
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// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
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@ -87,6 +88,10 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC
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ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
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ctx->PSSetShader(g_pPixelShader, NULL, 0);
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ctx->PSSetSamplers(0, 1, &g_pFontSampler);
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ctx->GSSetShader(NULL, NULL, 0);
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ctx->HSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
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ctx->DSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
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ctx->CSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
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// Setup blend state
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const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
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@ -191,8 +196,9 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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ID3D11SamplerState* PSSampler;
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ID3D11PixelShader* PS;
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ID3D11VertexShader* VS;
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UINT PSInstancesCount, VSInstancesCount;
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ID3D11ClassInstance* PSInstances[256], *VSInstances[256]; // 256 is max according to PSSetShader documentation
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ID3D11GeometryShader* GS;
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UINT PSInstancesCount, VSInstancesCount, GSInstancesCount;
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ID3D11ClassInstance *PSInstances[256], *VSInstances[256], *GSInstances[256]; // 256 is max according to PSSetShader documentation
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D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
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ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
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UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
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@ -212,6 +218,8 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
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ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
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ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
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ctx->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount);
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ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
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ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
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ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
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@ -268,6 +276,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
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ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
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ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
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ctx->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release();
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for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
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ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
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ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
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@ -16,7 +16,8 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2019-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
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// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
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// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
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// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
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@ -166,6 +167,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
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io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
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io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
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io.KeyMap[ImGuiKey_KeyPadEnter] = GLFW_KEY_KP_ENTER;
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io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
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io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
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io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
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|
@ -59,6 +59,7 @@ bool ImGui_ImplGLUT_Init()
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io.KeyMap[ImGuiKey_Space] = ' ';
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io.KeyMap[ImGuiKey_Enter] = 13; // == CTRL+M
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io.KeyMap[ImGuiKey_Escape] = 27;
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io.KeyMap[ImGuiKey_KeyPadEnter] = 13; // == CTRL+M
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io.KeyMap[ImGuiKey_A] = 'A';
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io.KeyMap[ImGuiKey_C] = 'C';
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io.KeyMap[ImGuiKey_V] = 'V';
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@ -12,6 +12,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
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// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
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// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window.
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_Marmalade_RenderDrawData() in the .h file so you can call it yourself.
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@ -235,6 +236,7 @@ bool ImGui_Marmalade_Init(bool install_callbacks)
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io.KeyMap[ImGuiKey_Space] = s3eKeySpace;
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io.KeyMap[ImGuiKey_Enter] = s3eKeyEnter;
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io.KeyMap[ImGuiKey_Escape] = s3eKeyEsc;
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io.KeyMap[ImGuiKey_KeyPadEnter] = s3eKeyNumPadEnter;
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io.KeyMap[ImGuiKey_A] = s3eKeyA;
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io.KeyMap[ImGuiKey_C] = s3eKeyC;
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io.KeyMap[ImGuiKey_V] = s3eKeyV;
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|
@ -15,6 +15,7 @@
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||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-07-21: Readded clipboard handlers as they are not enabled by default in core imgui.cpp (reverted 2019-05-18 change).
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// 2019-05-28: Inputs: Added mouse cursor shape and visibility support.
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// 2019-05-18: Misc: Removed clipboard handlers as they are now supported by core imgui.cpp.
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// 2019-05-11: Inputs: Don't filter character values before calling AddInputCharacter() apart from 0xF700..0xFFFF range.
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@ -63,6 +64,7 @@ bool ImGui_ImplOSX_Init()
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io.KeyMap[ImGuiKey_Space] = 32;
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io.KeyMap[ImGuiKey_Enter] = 13;
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io.KeyMap[ImGuiKey_Escape] = 27;
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io.KeyMap[ImGuiKey_KeyPadEnter] = 13;
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io.KeyMap[ImGuiKey_A] = 'A';
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io.KeyMap[ImGuiKey_C] = 'C';
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io.KeyMap[ImGuiKey_V] = 'V';
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@ -81,8 +83,34 @@ bool ImGui_ImplOSX_Init()
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g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = [NSCursor respondsToSelector:@selector(_windowResizeNorthEastSouthWestCursor)] ? [NSCursor _windowResizeNorthEastSouthWestCursor] : [NSCursor closedHandCursor];
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g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = [NSCursor respondsToSelector:@selector(_windowResizeNorthWestSouthEastCursor)] ? [NSCursor _windowResizeNorthWestSouthEastCursor] : [NSCursor closedHandCursor];
|
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|
||||
// We don't set the io.SetClipboardTextFn/io.GetClipboardTextFn handlers,
|
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// because imgui.cpp has a default for them that works with OSX.
|
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// Note that imgui.cpp also include default OSX clipboard handlers which can be enabled
|
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// by adding '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h and adding '-framework ApplicationServices' to your linker command-line.
|
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// Since we are already in ObjC land here, it is easy for us to add a clipboard handler using the NSPasteboard api.
|
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io.SetClipboardTextFn = [](void*, const char* str) -> void
|
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{
|
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NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
|
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[pasteboard declareTypes:[NSArray arrayWithObject:NSPasteboardTypeString] owner:nil];
|
||||
[pasteboard setString:[NSString stringWithUTF8String:str] forType:NSPasteboardTypeString];
|
||||
};
|
||||
|
||||
io.GetClipboardTextFn = [](void*) -> const char*
|
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{
|
||||
NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
|
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NSString* available = [pasteboard availableTypeFromArray: [NSArray arrayWithObject:NSPasteboardTypeString]];
|
||||
if (![available isEqualToString:NSPasteboardTypeString])
|
||||
return NULL;
|
||||
|
||||
NSString* string = [pasteboard stringForType:NSPasteboardTypeString];
|
||||
if (string == nil)
|
||||
return NULL;
|
||||
|
||||
const char* string_c = (const char*)[string UTF8String];
|
||||
size_t string_len = strlen(string_c);
|
||||
static ImVector<char> s_clipboard;
|
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s_clipboard.resize((int)string_len + 1);
|
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strcpy(s_clipboard.Data, string_c);
|
||||
return s_clipboard.Data;
|
||||
};
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -19,7 +19,8 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2019-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
|
||||
// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
|
||||
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
|
||||
// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
|
||||
@ -177,6 +178,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
|
||||
io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
|
||||
io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
|
||||
io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_KeyPadEnter] = SDL_SCANCODE_RETURN2;
|
||||
io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
|
||||
io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
|
||||
io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
|
||||
|
@ -93,6 +93,7 @@ bool ImGui_ImplWin32_Init(void* hwnd)
|
||||
io.KeyMap[ImGuiKey_Space] = VK_SPACE;
|
||||
io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
|
||||
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN;
|
||||
io.KeyMap[ImGuiKey_A] = 'A';
|
||||
io.KeyMap[ImGuiKey_C] = 'C';
|
||||
io.KeyMap[ImGuiKey_V] = 'V';
|
||||
|
@ -34,7 +34,7 @@
|
||||
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc.
|
||||
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow.
|
||||
//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime).
|
||||
//#define IMGUI_DISABLE_OSX_FUNCTIONS // [OSX] Won't use and link with any OSX function (clipboard).
|
||||
//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices').
|
||||
//#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself if you don't want to link with vsnprintf.
|
||||
//#define IMGUI_DISABLE_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 wrapper so you can implement them yourself. Declare your prototypes in imconfig.h.
|
||||
//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
|
||||
|
62
imgui.cpp
62
imgui.cpp
@ -1102,6 +1102,7 @@ static int FindWindowFocusIndex(ImGuiWindow* window);
|
||||
static void UpdateMouseInputs();
|
||||
static void UpdateMouseWheel();
|
||||
static bool UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]);
|
||||
static void UpdateDebugToolItemPicker();
|
||||
static void RenderWindowOuterBorders(ImGuiWindow* window);
|
||||
static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);
|
||||
static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);
|
||||
@ -3749,15 +3750,10 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags()
|
||||
g.IO.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;
|
||||
}
|
||||
|
||||
void ImGui::NewFrame()
|
||||
static void NewFrameSanityChecks()
|
||||
{
|
||||
IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
|
||||
ImGuiContext& g = *GImGui;
|
||||
|
||||
#ifdef IMGUI_ENABLE_TEST_ENGINE
|
||||
ImGuiTestEngineHook_PreNewFrame(&g);
|
||||
#endif
|
||||
|
||||
// Check user data
|
||||
// (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument)
|
||||
IM_ASSERT(g.Initialized);
|
||||
@ -3770,7 +3766,6 @@ void ImGui::NewFrame()
|
||||
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.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
|
||||
IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
|
||||
|
||||
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)");
|
||||
|
||||
@ -3781,6 +3776,19 @@ void ImGui::NewFrame()
|
||||
// Perform simple check: the beta io.ConfigWindowsResizeFromEdges option requires back-end to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.
|
||||
if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))
|
||||
g.IO.ConfigWindowsResizeFromEdges = false;
|
||||
}
|
||||
|
||||
void ImGui::NewFrame()
|
||||
{
|
||||
IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
|
||||
ImGuiContext& g = *GImGui;
|
||||
|
||||
#ifdef IMGUI_ENABLE_TEST_ENGINE
|
||||
ImGuiTestEngineHook_PreNewFrame(&g);
|
||||
#endif
|
||||
|
||||
// Check and assert for various common IO and Configuration mistakes
|
||||
NewFrameSanityChecks();
|
||||
|
||||
// Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data.
|
||||
const ImGuiColumnsFlags prev_config_flags = g.ConfigFlagsForFrame;
|
||||
@ -4015,7 +4023,28 @@ void ImGui::NewFrame()
|
||||
g.BeginPopupStack.resize(0);
|
||||
ClosePopupsOverWindow(g.NavWindow, false);
|
||||
|
||||
// Docking
|
||||
DockContextUpdateDocking(&g);
|
||||
|
||||
// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.
|
||||
UpdateDebugToolItemPicker();
|
||||
|
||||
// Create implicit/fallback window - which we will only render it if the user has added something to it.
|
||||
// We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.
|
||||
// This fallback is particularly important as it avoid ImGui:: calls from crashing.
|
||||
SetNextWindowSize(ImVec2(400,400), ImGuiCond_FirstUseEver);
|
||||
Begin("Debug##Default");
|
||||
g.FrameScopePushedImplicitWindow = true;
|
||||
|
||||
#ifdef IMGUI_ENABLE_TEST_ENGINE
|
||||
ImGuiTestEngineHook_PostNewFrame(&g);
|
||||
#endif
|
||||
}
|
||||
|
||||
// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.
|
||||
void ImGui::UpdateDebugToolItemPicker()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
g.DebugItemPickerBreakID = 0;
|
||||
if (g.DebugItemPickerActive)
|
||||
{
|
||||
@ -4035,20 +4064,6 @@ void ImGui::NewFrame()
|
||||
ImGui::TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click to break in debugger!");
|
||||
ImGui::EndTooltip();
|
||||
}
|
||||
|
||||
// Docking
|
||||
DockContextUpdateDocking(&g);
|
||||
|
||||
// Create implicit/fallback window - which we will only render it if the user has added something to it.
|
||||
// We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.
|
||||
// This fallback is particularly important as it avoid ImGui:: calls from crashing.
|
||||
SetNextWindowSize(ImVec2(400,400), ImGuiCond_FirstUseEver);
|
||||
Begin("Debug##Default");
|
||||
g.FrameScopePushedImplicitWindow = true;
|
||||
|
||||
#ifdef IMGUI_ENABLE_TEST_ENGINE
|
||||
ImGuiTestEngineHook_PostNewFrame(&g);
|
||||
#endif
|
||||
}
|
||||
|
||||
void ImGui::Initialize(ImGuiContext* context)
|
||||
@ -6029,7 +6044,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
|
||||
|
||||
const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0);
|
||||
if (window_pos_with_pivot)
|
||||
SetWindowPos(window, ImMax(style.DisplaySafeAreaPadding, window->SetWindowPosVal - window->SizeFull * window->SetWindowPosPivot), 0); // Position given a pivot (e.g. for centering)
|
||||
SetWindowPos(window, window->SetWindowPosVal - window->SizeFull * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering)
|
||||
else if ((flags & ImGuiWindowFlags_ChildMenu) != 0)
|
||||
window->Pos = FindBestWindowPosForPopup(window);
|
||||
else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize)
|
||||
@ -14226,12 +14241,13 @@ static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
|
||||
::CloseClipboard();
|
||||
}
|
||||
|
||||
#elif defined(__APPLE__) && TARGET_OS_OSX && !defined(IMGUI_DISABLE_OSX_FUNCTIONS)
|
||||
#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS)
|
||||
|
||||
#include <Carbon/Carbon.h> // Use old API to avoid need for separate .mm file
|
||||
static PasteboardRef main_clipboard = 0;
|
||||
|
||||
// OSX clipboard implementation
|
||||
// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line!
|
||||
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
|
||||
{
|
||||
if (!main_clipboard)
|
||||
|
3
imgui.h
3
imgui.h
@ -48,7 +48,7 @@ Index of this file:
|
||||
// Version
|
||||
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
|
||||
#define IMGUI_VERSION "1.72 WIP"
|
||||
#define IMGUI_VERSION_NUM 17101
|
||||
#define IMGUI_VERSION_NUM 17102
|
||||
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
|
||||
#define IMGUI_HAS_VIEWPORT 1 // Viewport WIP branch
|
||||
#define IMGUI_HAS_DOCK 1 // Docking WIP branch
|
||||
@ -997,6 +997,7 @@ enum ImGuiKey_
|
||||
ImGuiKey_Space,
|
||||
ImGuiKey_Enter,
|
||||
ImGuiKey_Escape,
|
||||
ImGuiKey_KeyPadEnter,
|
||||
ImGuiKey_A, // for text edit CTRL+A: select all
|
||||
ImGuiKey_C, // for text edit CTRL+C: copy
|
||||
ImGuiKey_V, // for text edit CTRL+V: paste
|
||||
|
@ -2651,7 +2651,9 @@ static void ShowDemoWindowColumns()
|
||||
static int columns_count = 4;
|
||||
const int lines_count = 3;
|
||||
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);
|
||||
ImGui::DragInt("##columns_count", &columns_count, 0.1f, 1, 10, "%d columns");
|
||||
ImGui::DragInt("##columns_count", &columns_count, 0.1f, 2, 10, "%d columns");
|
||||
if (columns_count < 2)
|
||||
columns_count = 2;
|
||||
ImGui::SameLine();
|
||||
ImGui::Checkbox("horizontal", &h_borders);
|
||||
ImGui::SameLine();
|
||||
|
@ -3660,7 +3660,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
}
|
||||
state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);
|
||||
}
|
||||
else if (IsKeyPressedMap(ImGuiKey_Enter))
|
||||
else if (IsKeyPressedMap(ImGuiKey_Enter) || IsKeyPressedMap(ImGuiKey_KeyPadEnter))
|
||||
{
|
||||
bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0;
|
||||
if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl))
|
||||
@ -7271,7 +7271,8 @@ float ImGui::GetColumnOffset(int column_index)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindowRead();
|
||||
ImGuiColumns* columns = window->DC.CurrentColumns;
|
||||
IM_ASSERT(columns != NULL);
|
||||
if (columns == NULL)
|
||||
return 0.0f;
|
||||
|
||||
if (column_index < 0)
|
||||
column_index = columns->Current;
|
||||
@ -7297,9 +7298,11 @@ static float GetColumnWidthEx(ImGuiColumns* columns, int column_index, bool befo
|
||||
|
||||
float ImGui::GetColumnWidth(int column_index)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindowRead();
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
ImGuiColumns* columns = window->DC.CurrentColumns;
|
||||
IM_ASSERT(columns != NULL);
|
||||
if (columns == NULL)
|
||||
return GetContentRegionAvail().x;
|
||||
|
||||
if (column_index < 0)
|
||||
column_index = columns->Current;
|
||||
|
Loading…
Reference in New Issue
Block a user